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Purchase, editions, and launch
If I pre-order now, can I later transfer it to Steam?

Such a distribution scheme is not supported by the available functionality of the Steam platform. In the past, we attempted to implement a similar scheme for the convenience of our users, but the result was unstable. Therefore, this is not planned for Korea. IL-2 Series.

How does the Founders Edition differ from Standard one?

The Founder's Edition includes everything in the standard pack, as well as:

  • 2 exclusive liveries that will be available later in 2026.
  • 5 additional aircraft
  • Unique liveries
  • A new layer of interaction with the game world.
Multiplayer, servers, and online tools
Will there be any multiplayer servers up and running from launch?

At the launch of Korea, we will bring up several official servers with missions that we can prepare in time, as examples for community custom server operators. We expect that shortly after release—once initial “childhood illnesses” are fixed—the community will make servers that are far more interesting than the default examples.

What will be the player limit in IL-2 Korea server?

At release, we plan to keep the same limits as in IL-2: Great Battles: up to 84 players.

What will the state of multiplayer be on release?

From a functionality standpoint, multiplayer in IL-2: Korea will include everything that multiplayer included in IL-2: Great Battles, plus new features we have developed. The most important change is the introduction of information sharing between players via the map: players will be able to place markers and notes on the map, making them visible to all players on their side. In addition, there has been significant optimization of AI-controlled objects, which should improve overall stability.

In Cooperative mode, either at release or shortly after, we will add an option to spawn aircraft only in player-occupied slots. In other words, it will be possible to set up a mission so that AI aircraft will not spawn in place of missing players. Cooperative mode will also receive a noticeably improved interface.

The in-game statistics system has been significantly reworked. Shortly after release, we plan to enable a built-in leaderboard system that is currently in development. We are also adding social features: friends and squadrons will be built into the game and integrated with multiplayer.

As an additional detail, aircraft will display victory markings, and in multiplayer these will correspond to the player’s current victory streak.
 

Would it be possible to include the real time player positions in a log file/API on the server?

It is allready - there is TacView API supported.

Aircraft, vehicles, fleet, and countries
Flyable B-29 in the future - what is the probability?

Yes, this is a possibility. As with Tank Crew, everything depends on Korea’s success at launch and on the success of the Bomber Pack in Great Battles. In the second half of the year we will analyze the results and make a decision. In terms of development complexity, a B-29 is roughly comparable to three to four single-seat aircraft.

Are there any plans to add carriers and navy assets? Late models of Corsair and Hellcat?

We would prefer not to disclose our further plans before the release of Korea - please wait a little longer.

Any plans for a playable A-26 Invader?

We will build on the results we obtain with bombers in IL-2: Great Battles. If those results are positive, then it is entirely possible to expect this experience to be expanded to Korea as well, where the air war included a number of interesting multi-crew aircraft.

What multicrew craft are planned for development, specially bombers or watercraft (Korean War)?

We will build on the results we obtain with bombers in IL-2: Great Battles. If those results are positive, then it is entirely possible to expect this experience to be expanded to Korea as well, where the air war included a number of interesting multi-crew aircraft.

Will battleships be in the game and will we see torpedoes?

At launch, we are not planning large capital warships. However, there will be entirely new large transport ships, as well as landing craft and destroyers.

In the BoS, it was possible to upgrade an aircraft to a newer model, FW-190A8 to the FW-190F. Will this be in "Korea"?

In general—yes. For example, we would very much like to implement a later modification of the Sabre as a collector aircraft. And not only that—there are many ideas.
However, first we need to deliver what we have planned for 2026: a major DLC with unique, exciting aircraft and a new gameplay mechanic.

Will Tank Crew be revisited? Any plans for helicopters?

At the moment, there are no plans for helicopters.
As for Tank Crew, everything will depend on the initial success of Korea. If a sufficiently large user base is formed, this is entirely possible. In terms of the game world, Korea represents a major step forward in the level of detail of graphics, physics, and damage modeling—both for the terrain itself and for the AI-driven environment.
A Tank Crew project built on Korea technologies would be a completely new and very exciting gameplay experience. We will see—time will tell.

Are there plans to introduce other nations into Korea?

We do have some ideas in this regard, but for now we would prefer not to disclose them.

Why did you decide to start with the MiG-15bis and the F-86A, leaving the original MiG-15 and the F-86E behind?

In April 1951, when the narrative of Korea. IL-2 Series begins, quite a dramatic story took place. Yevgeny Pepelyaev, the commander of an air group operating "simple" MiG-15 at that time, insisted on replacing them with the more advanced MiG-15bis, which were guarding the Chinese border back then. This issue was promptly resolved. So, within the timeframe we are considering, the MiG-15bis is much more justified.

F-86E began to appear only at the very end of 1951, whereas the most significant events in the skies of Korea occurred in the middle of 1951. Therefore, the F-86A is much more interesting in the context of our simulator. Moreover, the F-86A variant we are recreating was already equipped with the more modern J-47GE-13 engine, the same one later installed on the F-86E. Thus, in terms of performance, this F-86A is in no way inferior to the later F-86E.

Is there any interest, besides historical, in flying piston aircraft when the skies are already being conquered by jets?

Of course. In Korea, aerial battles largely split into two levels: at higher altitudes, Sabres and MiGs solved their tasks, and at low altitudes, piston aircraft and early, first-generation jet aircraft solved the tasks of close air support, ground attacks, and countering the enemy in these missions. Generally speaking, it was these classes of aircraft that bore the brunt of the air war in Korea. So for players, this is a separate layer of gameplay, completely different from what they can experience in Sabres and MiGs.

Besides, there are other examples: everyone was waiting for the "Chaika" and "Ishak" even when they already had LaGG-3, Yak-1, even La-5. For an aviation enthusiast, everything related to the war period they are keen on is interesting. And in Korea, piston aircraft are the BEST representatives of their class in history. No more advanced piston aircraft than those that participated in the Korean War simply existed and will never exist. This is the swan song of piston combat aviation, and being able to sing it personally from the cockpits of all-metal La-11, Yak-9P, Il-10, or later-series Mustangs is an incredibly exciting opportunity for enthusiasts of the genre. Furthermore, the rules of multiplayer servers are determined by the players, and no one forbids them from implementing scenarios without jet aircraft, or reducing their numbers, or giving them their own headaches and complex tasks so they have no time to look for piston aircraft.

Why are you detailing the ground equipment? It's not visible from above.

This is a matter of immersion, a genre-specific term. The extensive system of external cameras, allowing one to observe actions of any object up close, is a tradition of the genre that has developed over 30 years, and it is absolutely impossible to deviate from it. And since that's the case, we cannot significantly simplify any places on the map or any objects—because the player will definitely zoom in with the camera to see how things look and work in combat conditions. And yes, they will do this a few times, then stop, focusing on their own flight, but they will already have formed the opinion that everything in the game is implemented as detailed as possible, and yes, they are flying here at 8,000 meters and can barely see anything on the ground, but they know for sure that there are actions happening down there, carried out by meticulously recreated objects, endowed with artificial intelligence and following a specific scenario and tasks. Thus, a general plausibility of the game world is created, and this is how the genre has been developing for many years.

Pepelyaev writes about battles involving "up to a hundred MiG-15bis." Will we see anything epic?

Epic is definitely coming. Fragments can already be seen in our first gameplay trailer, where a group of MiG-15bis, one of which is controlled by the player, attacks a formation of more than 50 B-29 heavy bombers escorted by jet fighters.

Flight model, AI, and simulation scale
What kind of change in the flight models can we expect compared to IL2 GB?

The main point is that in Korea there will be several control modes depending on the input devices used. Long-throw joysticks will receive a direct-response system: the aircraft reaction to the smallest movements will be closer to what a real pilot feels. For desktop short-throw joysticks, the control normalization system will remain, with optional built-in response curves. The physical model and damage model have received many changes and improvements.

Will the new AI be able to pull off new and different manoeuvres compared to IL2 GB?

There are a lot of improvements. Now that almost all aircraft are flying, major effort is being directed at AI: air combat logic, formation keeping, an entirely new commander order system, interaction with radars, and a reworked system of basic AI priorities—all of this is aimed at reaching a new level of quality. During tuning and debugging there are still many issues to solve, but progress is good. AI is one of the areas we plan to actively develop after release as well.

Can you be a wingman in a formation? Or do you always have to be the flight lead?

In custom missions, scripted campaigns, and in Cooperative mode - yes, you can be a wingman. In the Pilot Career mode, we currently plan for the player to be the flight lead, because the gameplay is built around the role of the unit commander.

Are there any concerns with the hardware constraints due to AI and the higher requirements on Korea?

IL-2: Korea features a completely new graphics engine and significantly improved physics for many game objects. Of course, it is impossible to expect that a game releasing in 2026 will have the same requirements as a game released in 2014.
At the same time, by modern standards the minimum requirements are quite moderate and can be reviewed on our website. With that specification, the game runs confidently on 1440p monitors on medium-plus settings, and both image quality and gameplay experience are very strong. If you want to play in 4K or in VR, you should look at the recommended requirements.

What scale of simultaneous airborne aircraft can be expected from bot or AI pilots?

In single-player missions, you can expect up to 30 highly detailed aircraft (with full flight models and damage models), and up to 70 simplified bomber aircraft. Going forward, we plan to extend the simplified-aircraft technology beyond bombers to other classes as well, so this number may increase significantly.

Will it be taken into account that American pilots had anti-G suits while others did not yet?

Yes, this aspect is reproduced in Korea. Anti-G suits began to be actively used by Americans as early as 1944. However, in the Soviet Air Force, anti-G suits began to appear on MiG-15s from April 1953. Therefore, as an option, the anti-G suit will also be available for the Soviet jet aircraft. Interestingly, the Soviet anti-G suit is actually a replica of the American one.

Squadron management. Will the loss count change depending on how we distribute the new recruits among squadrons?

Yes, Commander's Career is largely about how to properly manage the personnel of an aviation regiment and ensure growth opportunities for young pilots. Replacements will always be young, and they need to be taken care of, gradually incorporating them into increasingly complex combat sorties. A factor such as the personal example of the commander will have an effect—if you take command of a squadron from your regiment and lead it into battle, it will significantly boost morale in your unit. Losses will negatively affect the morale of comrades. Your policy of timely and fair awarding of pilots in the regiment will help maintain the fighting spirit of the unit under your command.

Do bombs and other explosives have simulated fragmentation or just a strict damage radius?

One 1000 lb bomb may cause 16000+ significant fragments. One B-29 may drop 20 such bombs in salvo. One B-29 raid may contains 50 B-29.

From other side - yes, we do not do ray-casting for every fragment. But we counting such things as front of fragments density, we calculating fragments start speed and deceleration, we calculating fragments ability to penetrate armour depending on speed at this range, and some other things.

Can engine reliability be modeled in Korea. IL2 Series?

If I'm rememder correctly, we have discussed this issue in "Brief Room" episodes 19, 23, 31. Making random failures is a good feature for civilian simulator, but for combat simulator it will make most of players mad - just imagine, you're in middle of super heavy 1-hour combat, you have downed 3 enemies, you have avoided all gun bursts aimed on you, and... Engine is failed "just because". We're still think it's not the best idea from game design point of view.

From other hand, combat damage of the engine will be several times more variative, there will be specific damage of specific engine sub-systems, which will make combat damage much more intertaining and interesting for you.

Missions, training, career, and world dynamics
Will there be any tutorial missions in the game to help new players?

We plan to develop detailed training during 2026 after release: it is best to build tutorials once everything is final. At the same time, the game includes a “Museum” mode, where each aircraft, its history, characteristics, handling features, and cockpit instruments are described in detail with visual схемы. The input binding and configuration system has also become more convenient and clearer, which simplifies entry into the game right from release.

Will taxiing play a bigger part in single player mode?

Yes. The taxiing system at airfields has been created from scratch. This has enabled taxiing from parking in Career mode and in the Task Planner—something that appears in the series for the first time.

What will happen to civilians when someone shoots them or bombs them?

They will die, but without graphic scenes: they will fall and then be removed. We try to avoid the promotion of violence in the IL-2 series.

How much action/units will there be on the map outside of the specific mission route that the player needs to fly in career mod?

Yes—there are no special limitations in this regard. However, it is important to understand that battles on the scale of something like Prokhorovka do not happen every day in a war. Nevertheless, such scenarios are possible, as Tank Crew has demonstrated.

Will there be a separate Korean campaign? Or will there only be the Soviets, Chinese, and Americans?

In Korea, the Commander's Career will feature 4 countries: USSR (under the markings of the KPAF and the cover of "advisors" status), China (also under KPAF markings and the cover of "volunteers" status), North Korea, and the USA. In total, the Commander's Career will allow you to experience the history of up to 57 different aviation units to choose from. Another 38 units will be AI-controlled. Within the Career, the player will be able to participate in aerial battles as part of 50 historical engagements that took place from April 1951 to July 1953.

Pilot and aircraft conditions. Will there be things like repair and refueling/rearming?

Yes, of course. Each aircraft in the Commander's Career regiment is a game entity. Sustaining damage, it will require repair time. The need for repair may also arise after a certain number of flight hours. Repair requires deliveries of spare parts kits, the timeliness and volume of which will depend on the success of your unit—after all, higher command also has to distribute limited resources, and they will direct them primarily to those units that use them most effectively. The same applies to the need for refueling aircraft and fuel supplies, as well as personnel replenishments. And yes, a pilot can be overworked by sending him on combat missions too often, which will negatively affect his morale and ability to effectively perform combat tasks.

What can we expect from the game's dynamics?

In Korea, we are implementing an optional „time warp“ system. After the player's group takes off, they will be offered the option to skip the flight phase to the target. If the player accepts the offer, they are teleported to the mission area. Sometimes, the player will be pulled out of „the warp“ in the middle of the route if enemies are present there. After completing the task, the player can skip the flight back to base. Thus, the player has flexible control over the intensity and speed of gameplay, but does not lose access to the most important and interesting stages of a combat sortie – takeoff, performing the combat mission, landing, and encounters with enemies along the way.

Is there any plans to add additional features to career modes like more squadron or resource management etc etc?

For sure, Career will have HUGE evolution. It will be not a "Pilot Career" anymore - it will be real "Squadron Commander" career. You may chek here: https://media.il2-korea.com/news/dd_40

Graphics, map, weather, and visual effects
Is the resolution of ground textures, object density, tree and foliage technology etc the same as IL2 GB?

Terrain in Korea will be radically different from Great Battles. A large number of new technologies have been created for building the terrain scene and for editing it. Soon we will show what the Korea map will look like at release - the difference will be obvious.

Are there any plans to improve the overall graphics of the game in the near future?

All graphics have been developed from scratch - both the underlying technologies and the content. This can be seen in the videos and screenshots released over the past year. The list of changes includes 75 new and modified technologies and several dozen new approaches to content creation.

What are decals in the context of aircraft damage?

This is a "patch" on the model at the area of impact: a section of geometry/surface is created onto which a damage texture is applied. This is used to show impact marks and damage levels.

Decals represent specific areas on the aircraft model that display actual damage locations on the aircraft, whether small scratches or large holes through which internal structures can be seen.

Are these decals flat or volumetric?

A decal is like an overlay, but visually it can appear volumetric. Additionally, there are several pre-prepared damage levels: from light scratches to serious breaches through which internals can be seen, as well as through these internal parts.

Although decals are technically a flat surface, thanks to numerous pre-set effects, they create the illusion of volume, demonstrating various stages of destruction, including those through which the aircraft's interior can be seen, or even all the way through.

What are the "living" vibrations/shaking in the cockpit (panel, instrument needles) - how will this work?

To make the cockpit feel more "alive" rather than static, a "living" movement of cockpit elements is planned: shaking of the instrument panel, movement of needles, etc.

Control panels will become more "alive": instruments will begin to react to turbulence and maneuvers through effects like shaking of the instrument panel, movement of needles in sync with vibrations, etc., increasing the sense of realism and player immersion in the game.

Why does not only the whole cockpit shake, but also individual elements (e.g. the instrument panel)?

Because the panel is often not mounted rigidly, but via shock absorbers ("dampers"), so it has degrees of freedom—it can rock/bank slightly, move separately from the rest.

Cockpit elements are suspended on special elastic elements, allowing each part to experience its own vibration; by simulating the operation of these elements, we make the in-flight picture inside the aircraft much more plausible.

What determines the shaking intensity of a specific object?

The object's characteristics (rigidity, mass, etc.) and because effects don't have to be turned on simultaneously "by one switch"—this allows for more natural behavior.

Each object possesses unique physical properties, such as weight and material strength, which determine the nature and strength of the resulting oscillations, enhancing the feel of flight and combat.

Which weather variants will be in Korea?

Basicaly the variants will be the same to Great Battles, but many visuals of these weather effects will be brand-new due to new graphics engine pipeline.

The main and foremost improvement - is a new atmosphere shading system based on Ray-Tracing technologies. The volume of the atmosphere is shaded using the physical model of sun beams spreading in the air layers. This provides numerous improvements in all aspects of the nature visualization and first of all - it makes atmosphere haze very realistic.

There will be totaly new visual of rain including all it's parts (close-up rain drops which now can be higlighted by light sources, medium-distance rain-suspension, far distance rain-fog).

Dusk fog, snow, heavy haze - all these effects will be presented in Korea.

Regarding Floods - no, it will be not for a while because flooded area it's another map variant. Just adding water everywhere will not work good.

Will there be canopy glass refraction?

it's possible only with sacrificing half or even 2/3 of game FPS. So no, at the current stage of Videocards evolution it's not reasonable.

For sure, we saw that video how the competitors plan to implement it in their project, but even such approach is lowering the FPS while it's far from ideal. Thick glass refraction should shift only close-up details like airplane nose cowling or "The Bar", not far details like horizont line, far buildings, contacts and ect. Whis should work almost the same as tank periscope. Tank periscope is almost like "hole in the armour", only close-up details like close-up trees of tank roof elements are significantly shifted in the periscope. But making all the windshield as periscope like in Tank Crew - is not a great idea too, while there sill be no nose cowling in it at all. So we will keep things as they are for a while.

How about contact visibility? Will it improve in Korea?

Its allways a complex question while contacts are about pixel-size objets and it more dependent on anti-aliasing and resolution rather than other things. While atmosphere shading and render is a brand new graphics tech in Korea - there will be some changes for sure.

Will the smoke, fire, and explosion effects be improved to look more realistic?

This is one of the reasons we have moved to a new version of the graphics engine. All visual effects are being rebuilt from scratch.

Controls, devices, VR, and telemetry
Will there be any accurate force feedback implementation for those who have force feedback joysticks and rudder pedals?

Direct Input supports only one force feedback joystick in the system, and only two axes. To resolve this limitation, we plan to implement a separate force feedback protocol for more advanced devices. From there, a lot depends on manufacturers: working with custom protocols is always a two-way process.

TrackIR support on release ? or VR only?

TrackIR is a classic solution we cannot abandon. VR is becoming more prominent and we aim to support it at the highest possible quality. However, the majority of users still do not play in VR, so support for the primary alternative head-tracking solution - TrackIR - will of course remain.

Regarding new Gun Camera feature - can we adjust it's position?

Yes, the camera position can be adjusted while it's assigned in specific config file which we're not hiding to game data packs - it placed openly.

But the default position we're offering corresponds to real position of gun camera on the airplane.

Will the Tobii Eye Tracker be supported?

Not at the moment, there are still many things to develop which are required by wery wide part of the community. Eye tracker still is a very rare thing. Maybe later.

Will il-2 Korea export telemetry so we can trigger extra ffb effects like in il-2 BoS?

For sure, we have no ideas to remove that.

 

Will we be able to see when pushing a button on joystick or other device where it’s bound, does it jump to the assigned action?

Yes, we plan to do it

Will native foveated rendering be implemented to improve VR performance?

We have already investigated foveated rendering and conducted a number of tests. In our current DX12 deferred rendering pipeline it shows only a very small performance benefit (less than 10%), which is not significant enough to justify implementation.
In forward rendering it can provide noticeable gains, but that is not the approach we use, as deferred rendering allows us to support the full range of graphical features in the project.
We continue to research and prototype such technologies, but we only implement features that provide a real, measurable benefit to the user experience.

Will OpenXR support include Quad View (foveated rendering)?

No, foveated rendering (Quad View) will not be supported at launch.

Editors, modding, maps, and user content
Will there be moddable ground and object textures?

If needed, this is possible - the mod system is the same as in Great Battles.

Will there be a replay editor for cinematic shots and video creation?

A flight recording is not a video recording in the literal sense—it reproduces the movement of objects and their animations (visual and audio) as the track is replayed. It is unlikely that it will be possible to directly вмешаться and change the recorded movement itself.
However, the camera editing system within replays, as before, will of course be available. A major addition will be an AI camera-operator mode, which will automatically place cameras in the most good way a few moments before a significant in-game event occurs at that location. Regular camera modes will also be available.
 

Full Mission Editor with advanced AI, prop placement, airfields?

Yes, a full mission editor will be available.

The main change is the Task Planner built directly into the game. In this mode you can set up virtually any type of air battle as simply and conveniently as possible in the map location you are interested in, while detailing various parameters of the situation and the route.

A detailed mission editor will also be available. In many ways it will be much easier to learn than the DCS editor, because our editor is fully visual. Its main changes relate to terrain editing—this is covered in Episode 24 of our “Brief room” series.

There will also be a significant addition for advanced users: Scripted Trigger, where you can write virtually any dependencies of gameplay and scenario logic in a scripting language. In addition, a little after release we will add a scenario radio voice system: you will not need to build sets of recorded samples; instead you will be able to write the radio text directly in the trigger.
 

How can a fan-made map become part of an official project?

Usually, it starts with an initiative from our community: a creator gathers historical sources, creates the basic map layers (relief, forests, cities, etc.), brings it to a working quality, and gradually aligns the pipeline with the project's standards. If the approach meets the studio's requirements, the author starts working with us officially, and the content continues to be developed within the team. In any case, for any "fan-made" content to be included in an official update, appropriate legal relations must be established with the author to regulate all issues with rights. This is primarily for the protection of our users, as we cannot allow a situation where some content is provided and then must be removed due to informally arranged relations with the authors. It is important to note that we do not hinder the free distribution of player-created content for our game.

What layers/data are considered basic when creating a map?

Relief (height map), forests, cities/buildings, and other thematic layers collected from historical sources and verified references. Regarding the height map, modern open data from the Shuttle Radar Topography Mission is taken as a base. However, in this historical period, the landscape differed significantly in areas impacted by human activity, and reconstructing the historical appearance of the map using topography data from those years is one of the most complex tasks in game landscape design that we are working on. Forests, rivers, settlements, road networks, and so on are all recreated using available topographic maps from the corresponding or closest possible period.

What was the community's contribution to unique objects on maps?

Taking Great Battles and its latest add-on Odessa and Leningrad, as well as the Velikiye Luki map, most of the urban buildings, as well as all buildings on the Finnish side of the gulf, were developed by players from the community, the Karttakomppania team, and virtual pilots from Mariupol and Odessa. This contribution is difficult to overstate.

Sound, radio, and historical context
Will there be realistic ATC/ GCI suitable for Korea war period and specialized per country's operations?

Yes, we are planning a system of interaction between the player and AI aircraft with ground-based radar and air-control posts. To do this, we will implement dedicated dialogues and radio communications.

Chinese and Korean radio comms - what are the sources for accurate and natural v/a?

The internet, of course. In many cases we also used processed recordings of voices from studio staff. But fundamentally this was a large effort to build a voice system capable of reproducing radio communications in these languages.

What about the Korean War interested you so much that you decided to dedicate a whole game to it and not just an add-on?

This was an informed and calculated decision. By 2022, the engine for IL-2 Great Battles was already 10 years old. A huge part of the content created for it was also around 10 years old. And at that time, it was obvious to us, and not only to us, that in order to continue competing for users in the genre, we needed to take a new step in technology.

If we look back, among the truly memorable projects in the flight simulation genre that left a significant mark and had a long subsequent history, they were always the ones that undertook new significant technological steps. IL-2 Forgotten Battles, Flanker 2.5, Lock On, War Thunder, Rise of Flight, MSFS 10, DCS, IL-2 Great Battles, MSFS 2020—all of them, in their time, brought something truly new to the genre in terms of technology, became benchmarks for competitors in many ways, and had a long, successful development history. Yes, each of these projects once released a breakthrough "base" and then developed content for it for a long time. But this cannot last forever—any technology becomes obsolete, progress does not stand still, and players in this genre are accustomed to expect only the most modern stuff.

Therefore, the main starting point for our decision in 2022 was the need to create a new version of the game engine and build a new game on this engine, filling it with new modern gameplay mechanics.

Have there been any other wars in human history with such intensity of aerial combat after the Korean conflict?

After World War II, no. The Korean War is the greatest conflict of the second half of the 20th century in every respect. Nothing like it has happened since and, we hope, will never happen again. During World War II, of course, there were aerial operations and battles quite comparable and even exceeding the Korean War. But if we recall that in the skies of the Korean War, battles involved over a hundred jet aircraft and up to 50 huge four-engine piston Superfortresses—then in this respect, these are truly unique events.

Will the radio communication system be changed?

This implementation of radio communication in the previous version is a direct consequence of the old-school method of its implementation, where all radio messages are recorded in advance. This prevents the development and expansion of radio message content after the game's release, because the actors who recorded these messages may no longer be available. In Korea, we have used a speech synthesis system to implement radio messages. This allows us to freely expand the content of radio messages, modernize them, and update existing ones. Thanks to this technology, in Korea, we have created an entirely new communication system between the player, leader of a flight, and their wingmen, including messages from wingmen about the situation, and so forth.
 

Engine, technologies, and animations
Can gear doors/hatch doors move independently of the strut (not rigidly synchronously)?

Yes. On some aircraft, the doors have separate actuators, and in the event of failures, desynchronization of component movement (strut/doors/mechanisms may not move simultaneously) is possible.

The movement of individual aircraft parts is controlled by independent mechanisms, so hatches, fuselage, wing, and tail components can move autonomously from one another, creating realistic malfunction and damage situations.

Besides mechanization (landing gear/flaps), what else falls under into the solid-state animation category for the aircraft?

Everything that should visually display the state which is calculated by the physics/code: intermediate positions of mechanisms, deformations, break points, and behavior of parts upon ground impact/destruction.

Solid-state animation captures any changes in the aircraft's state, such as mechanism position, airframe deformation, break points, and behavior of parts upon ground impact or catastrophic damage, complementing the visual picture of the aircraft's overall condition.

Does recoil/weapon movement also count as solid-state animation?

Yes. Weapons have a whole system of animations/states (recoil, mechanism operation, reloading, etc.). If the weapon/mechanism is visible in the cockpit, this will be displayed visually.

All weapons mechanical systems are equipped with a full animation system, allowing observation of the arming process, firing, and barrel misalignment directly from the cockpit.

Does this also apply to jet engines?

Yes. For example, exhaust opacity/plume is tuned according to engine type and fuel combustion characteristics: some engines "smoke" more, others hardly at all. The goal is to do it correctly and plausibly.

Each jet engine has its own unique setting for the amount and quality of exhaust, contributing to high authenticity in visualizing fuel combustion processes, allowing engine operation to be modeled as accurately and plausibly as possible.

Game engine. Is it the time-tested IL-2 engine, or something modern?

Can we say that Unreal Engine 5 is the same as Unreal Engine 3? The name is the same. Obviously, no. It's the same story here. Speaking of the graphics engine—it has been changed almost entirely at its core. We switched to the non-alternative base of DirectX 12 with support for all its new functions and capabilities. This was a difficult process: DirectX 11 is much better documented and much more refined by its authors. Nevertheless, having overcome many difficulties, we achieved a confident result in this matter, gaining many new capabilities. A global Physically Based Rendering pipeline was implemented, new shader models were applied, a new physical model of atmospheric lighting using Ray Tracing principles was developed, and a new system of reflections and indirect lighting based on Ray Tracing was also implemented. The system of graphical effects has been largely updated and now supports all modern approaches. A new water visualization technology was developed. New landscape shading shows remarkable results. Scene filling with buildings is now based on completely new principles. The object lighting system, especially for aircraft at different altitudes, received a new implementation and provides a new, exceptionally realistic look. And much more.

Regarding the physics engine, it too has undergone significant changes. Not as radical as the graphics engine, but still enormous, taking it to a completely new level. Speaking of aircraft, the main thing to mention is the new wing airflow modeling system, especially for swept wings and at high speeds. In Great Battles, there wasn't such a pressing need to model this aspect with that much precision: after all, World War II was more characterized by speeds up to 700 kilometers per hour with rare exceptions. But in Korea, flights at speeds up to 1000 km/h and beyond became commonplace, and this aspect needed to be developed anew. A new gas-dynamic model of the jet engine was developed, as the jet aircraft is the main protagonist of our new project. Korea features much more detailed modeling of various aircraft systems: electrical, hydraulic, pneumatic. Technologies for drop tanks, cluster bombs, napalm were added. The model of bullet and projectile impact on objects was significantly improved, and new types of ammo such as incendiary, armor-piercing incendiary, and other were added. The player can now determine how their ammunition belts are loaded.

And of course, the aircraft damage model. This aspect was already unparalleled in the flight simulation genre in Great Battles, but we have advanced it even further. New methods of visualizing damage, including protruding shreds of fuselage skin and planer's structural frame, new graphical effects reproducing hits from various types of projectiles. The effect of incendiary bullets hitting fuel tanks and engines is now considered at a new, more realistic level. The concept of fuel tank protection was added. The new, advanced model of aircraft systems significantly expands the range of possible damage and the impact of this damage on aircraft behavior. Damage to the electrical system will cause some instruments and equipment to fail. Damage to the hydraulic system will prevent flaps and landing gear from extending. Individual components of these systems can be damaged: for example, a failed generator does not lead to immediate instrument failure—they will still operate for some time from the battery. The locks for the retracted landing gear position can be damaged, causing them to "drop" out of their wells, and so on.

Future of the series, DLC, and project development
How does 1C think about GB and Korea and development on both.

As you can see, for 2026 we have fairly large-scale development plans for IL-2: Great Battles. What happens after that will depend on player interest in what we are developing now or what we have released in the recent past. We hope to continue.

How many DLCs do you think that Korea will have at minimum?

So far we have not disclosed any further plans after Korea’s release beyond the fact that one major DLC is planned for Korea within the first year.
As for the Pacific, we have only shared our thoughts that we would very much like to explore that topic later using the technologies we are building now, but no decision has been made yet. There were also other ideas—for example returning to the Eastern Front, or a third iteration of the First World War. Time will tell.
Right now we are fully focused on Korea and Great Battles. It is always a step-by-step process: you develop, you look at the result, you draw conclusions, and you plan the next step.

Whats the plans in the future for IL-2 series itself?

We published a roadmap for 2026: in the nearest future, we will be 100% focused on Korea and Great Battles. At the end of the year, unique add-ons are planned for release in these two projects, and all our thoughts and efforts are directed towards this. As for what will happen next, time will tell. In terms of content, we definitely plan to continue developing Korea after release for a considerable time: there are many interesting aircraft and scenarios that can be implemented there, and which we want to implement.

Developers releasing new games to lure back players nostalgic for the series' early installments?

A detailed explanation can be found in the Technical Specs for our new Korea sim. The Graphics Technologies section includes 44 new technologies, the Physics and Damage Modeling section includes 32 new technologies, and so on for all sections of the game. Korea is not just a new game or another DLC – it's a truly significant leap forward in the evolution of our simulators. It's difficult to understand what is meant by "classic problems" in this question, but the number of improvements and refinements, along with the new technologies, is simply enormous. Many things have been created from scratch.

Long loading times, slow transitions, and a constant feeling of waiting rather than flying. Will this be changed?

It's essential to start by saying that some of these problems are inherent to the genre of hardcore flight simulators. A huge map cannot load quickly – there are technical limitations in the PC itself. Long flight times – in some cases, as in Microsoft Flight Simulator, this is the very essence of immersion in the role of a pilot, and so on. That is, these are not problems, but peculiarities of the genre.

However, the world doesn't stand still, and in Korea, we set ourselves the goal of improving the user experience as much as possible and lowering the entry barrier to Korea. Our colleagues from other simulation projects sometimes did this by sacrificing hardcore elements where they conflicted with convenience and ease of learning. We, however, set ourselves the goal of making the simulator more accessible without reducing its detail, sophistication, and realism. But this required creating a new simulator from scratch; in the old project, due to the enormous amount of legacy code, this was impossible. The transition to the NOESIS API has allowed us to speed up loading times, and the optional teleportation feature during missions has made the gameplay significantly more intense and time-compressed. The new control configuration interface, with a specialized wizard, makes this process much simpler. The sector menu, with access to all aircraft functions and the display of assigned keys, significantly simplifies and speeds up configuration and control mastery. Many other new technologies and solutions work towards the same goal.

A lot of time is spent setting up the controls. Would clickable booths solve this problem?

First, it should be noted that clickable cockpits significantly increase development costs and, therefore, the price. We are certainly looking in this direction, and perhaps in the next iteration, we will get there. Still, for now, we have decided to focus on the affordability of our simulator for a broad audience. Secondly, it is important to note that clickable cockpits are not always convenient; they often don't address the issue of ease of control. Frequently, cockpit controls are located in hard-to-reach places (to the side of the seat, on the floor behind the seat, etc.), and reaching them in clickable mode is extremely difficult. Clickable cockpits are also very poorly compatible with displaying the pilot's body in first-person view, as the 3D pilot's hands and knees often obstruct the controls.

Nevertheless, the problem mentioned in the question – the difficulty of configuring controls and the problem of memorizing button assignments – is indeed a real issue. In Korea, we are solving this problem with a new control configuration system that includes intuitive dialogues and a special configuration wizard, as well as through a sector menu for aircraft control in the mission, where the player has quick and visualized access to all aircraft control functions and receives quick information about which keys are assigned to a particular control command.