IL2 war registration is independent from HyperLobby registration. Forum has a complete different database.
IL2 war is an online campaign, and games are started from game lobby: HyperLobby.
So the very first thing to do, is to get the hyperlobby client and register a pilot name. Click
on Hyperlobby button to get client:

To register in IL2war as pilot you have to fill the "Pilot register" form. You need to provide you name (HyperLobby callsign) and provoide a personal password. Aditionaly you can fill your email and a avatar image link. When this is done, you can edit you profile, join a squad, create a squad, etc.
Notice that if you have already flown a IL2war mission you are automatically registered as pilot. The password assigned to you is you hyperlobby name (exact case). If this is your case, you have to skip pilot registration, and go straight to "edit pilot" so you can change you password and complete you mail, avatar information. Then you can join or create squadrons.
Squadron registration **: If you are the CO of a squadron, go to "Squadrons -> Register" and fill the form with the squadron information. Once the form is completed you will automaticaly be incorporated to the squadron, and your stats moved to the squadron Stats. Then you can go to "Squadrons -> Edit" and add a XO to your squadron. The CO and XO can accept pilot aplications to the squadrons. Once the pilot is accepted, the new pilot stats will be incorporated to the squadron stats.
Ask for an Autorization Code contact
admin@il2war.com
and specify CO XO squadron and website
(or
any doubt about registration).
To create a mission, each side has to make an attack request, then the one is going to host need to "combine" both parts. This are the steps:
Notes:
The ID number is there just in case the same person build several requests (by mistake or because is making request for 2 different missions). Request last 30 minutes, after that, unused old request will be erased automatically.
The total amount of planes must be predefined before request are made. On the request there is a entry "planes" so the host can verify at combine moment that the total plane amount match the predefined ones. (8x8 10x10 12x12)
As you can see, the host no nessesary needs to make a request. It can be done by any other pilot. The host only needs to combine request. Please, be careful on selecting the side request to avoid using other request. Example, check if your mouse wheel changed one side request.
The plane distribution will be splited in: Defense and Attack.
Finaly, each group has a max amount of planes of 4. For this reason, if you make a mission 10x10 the only distribution possible is 4 defend + 4 attack and 2,3 or 4 bombers/suppliers. In case you have 8 fighters mission set defend-attack combinations: 4-4, 5-3, 6-2 etc. If the group attack are tanks, escorting fighters (ET) will automatically have two more aircrafts and the enemy will have 4 more planes BD).
Notes:
In case a refly mission you dont need to edit your eventlog file. The parser will seek for the last mission matching the mission number.
Is important to wait an ERROR message or a success status from parser. If not, the images can be broken, not updated or maybe the mission incorrect reported.
Do You want to push the enemy outside the territory? Do You want to destroy its air bases, field champs and their troops? To cut its provisions, to isolate them and to take them prisoners? To rescue downed firend pilots? IL2war is the place.
In IL2war, territory is divided in sectors. Sectors are square areas of 10Km of side. These sectors that conform the map at any moment belong to some of sides. Who dominates a sector, dominates everything what it is in this sector: Cities, airfields, field champs. Advance is obtained capturing sectors.
The objective of IL2war is the conquest of the territory (IL-2 Sturmovik 1946 map). Each map begins with a balanced position to both sides. Once begun the map each side tries to advance on the territory that the enemy control, and in the advance is seized the cities and the airfields.
You must occupy all the enemy towns or cities with supplies or all the enemy airfields to be successful. If one side (red or blue) lose all their airfields that will mean they are defeated because they cannot give any air support to their ground forces. At the same time if one side lose all their towns or cities they will be defeated because they wont be able to supply their ground forces.
In both cases the war map which is being played is finished and the next planned map will be ready to play again, unless that map was the last one in the campaign, and in that case means the end of the actual campaign.
The cities have a estrategico value: The capacity to maintain friendly troops in zones near the city. Each city has a supply radius. All the friendly sectors within this operational range will have strongly armed field champs, creating in this way a harder work to the enemy to attack those supplyed sectors.
As it is seen, the sectors, cities and campings are related between itsef: The dominion of the sector that contains a city allows that that city belon to us. The supply radius of the city allows to maintain armed field champs that fortify the defense of the sectors arround city.
Considering this interaction we introduce in the IL2war the possibility of "strategic attacks", that is to say, the attack to the cities to reduce its operational range and soon to be able to advance on low armored enemy sectors. Also we introduce the possibility of being able to supply our cities, to increase the operational range and to provide extensive zones but or as a defense of the attacks of the enemy.
The air bases (aerodromes) play a very important role. In the measurement that our bases are remote of the zones of conflict, it is more difficult to be able to give aerial support. For that reason we introduce the possibility of attacking the bases the point to leave them inoperatives. The possibility exists of supply the bases, to return them operative status or to reduce the damages caused by the enemy.
This introduction is sufficient to understand general operation of the Belum. Next section explains in more detail the attack types, the consequences, the amount of damages that can be obtained, and other data necessary to consider when planning a strategy.
This section is little out date, working on new one, more complete
In every mission, both sides will be asked to choose an attack point out of the war map. There are two different ways to perform an attack:
Tactical attack and Strategic attack.
If you're trying to capture a map sector near the front line, that is called tactical attack, in that case a grup of tanks are sent to conquest the area
Otherwise, if you are attacking a city, a town or an airfield directly, in order to decrease their supply radius or their operational status, that is called strategic attack.
When one side is trying to conquest an enemy sector, the attacked sector must be in the front line of the war map, and the only thing that side needs is to perform a tactical attack on that sector.
When a tactical attack, we're sending ground troops (tanks and vehicles) to that sector. The attacked zone can be or not inside the enemy's supply radius. If it is, our troops will engage enemy ground troops during the assault to that sector (enemy tanks and vehicles) as well as enemy bombers trying to stop their advance.
Because that, it is better to attack sector where the enemy hasn't got any kind of supplies from their main towns/cities. Even when the enemy sector hasn't got any supplies, it is possible to fail the assault if the enemy air forces are successful in their duty. That's why it is important always to give aerial support to our assaulting ground troops. If the area we're attacking hasn't got any ground opposing forces, we can chose the enemy airfields around that area as a target of our next strategic attack and if we're successful damaging the enemy airfields enough, we will force the enemy to fly from remote airfields, maybe far enough to stop the enemy giving the needed air cover to that sector. Such thing will help us a lot giving us more chances to our final success.
As we're beta-testing the game yet, the ground attack will be done with 9 tanks, and 6 of them at least must survive at the end of the mission for being considered as a success and to conquest the sector.
To make a supply mission you have to select the SUM-"city_name" target. A flight of 4 planes will be arranged. Supply mission can only be done by human players (for now, later we will have AI supply). The transport planes has to take off and fly to the WP on the city to supply. When You are close to the point, less than 5km, you turn on your smoke for a few seconds, then turn off. You have 3 smoke shots and at least one has to be inside the radius. Then you go land at any friendly airfield you like, and that airfield will be supplyied too.
In order to get a valid supply you have to load default weapons and 100% fuel. The supply has to be done inside the time limits showed in the briefings.
Now, we only have TB3 and HE-111 for supply tasks. When we introduce AI supply we can get other aircrafts like JU-52, LI-2, etc...
If you are interested on supply an Airfield only, select a supply mission to a city close to the airfield you like to supply. Then do the normal supply mission to the city, finaly land in the interested airfield.
Supply succes is variable, for each Allied plane acomplish mission: 2~4 % towards city and 5% towards airfield. For each Axis plane: 2~3% towards city and 5% towards airfield.
If one captured sector has a town/city or an airfield in it, those will be captured with their actual operational status as well. That means, if we are successful capturing an enemy city and in that moment its supply radius was 30 Km, we will get it with the same radius or damage percentage. If that sector had an airfield in it, but this one was destroyed, then it will be non operational for us as well.
To capture the sector where a city is placed, the city has to have a damage greater to 50%. This do not aply to Isolation captures (Multiple conquest, see next section).
If you are defending a sector, there is a time limit: You have 40 minutes from mission start to destroy the enemy tanks incoming to sector. After that time, the tanks are counted as ground objetives, but they do not count to mission result. This was introduced to avoid bombers fly away and come back when fighters run out of fuel.
In the next image, blue side could get a multiple sector capture:

Red side has a bridge-head which can be encircled if the blue side attacks as the arrow shows in the next map image. In case blue side captures that sector, also they'll be successful encircling marked with a red cross so they will capture both sectors after only one move:

If there are chances for the blue side to do that, red side should foresee that encircling movement and open an alternate supply route immediately, as is shown in the next image:

Before start, remmeber that pilots that can be rescued are only the ones that IL2 stats as captured. That is when you see a meesage in chat box "--- XXX has been captured by enemy forces". If that happens, and XXX pilot is from your own army, you can rescue him.
To rescue a captured pilot you only have to land close to him, wait him reach the plane, takeoff and return to base.
That simulates the process of loading a pilot into your plane and take him to a friend airbase. The next lines explains in more datail how the parser handles the rescue. You don't need to read them or understand them. But if later your rescue didn't work, come back and give a read.
Wen you rescue a pilot, there are many things you do in mission that are not loged (IL2 do not write down all info about your actions), so, the program that later try to understand what you have done (the parser) is limmited. What IL2 logs related to a rescue are 3 pair of coordinates: The captured place, the landing place and the takeoff place.
The landing coordinate is the place you are in ground and aircraft speed is reduced to 0 Km/H. So the landing coordinates say nothing about from where you aproach, or how much you taxi arround till you finally stoped. Sometimes, when you taxi to some place IL2 alrready log the landing place, because while you taxi arround your speed went to 0km/h, before the final place you reach.
The landing place is one point where the pilot to be rescued can be loaded into aircraft. Is a condition that the distance between landing place and captured place be less than 5000 meters (5 KM or 3.125 Miles). If distance is bigger than that, is asumed that the pilot to be rescued can't see the plane landing. And rescue can't be done.
The other information we have is the place where a plane takes off, that is the place were plane is not more touching ground, several meters above ground and with flying speed. But there is no information about the place where the plane start rolling. Because that, the plane can start rolling from any direction in a circle arround takeoff point. (asuming a 1500 metters roll distance)
In next image, the blue dot represents a place where a plane takes off (in air). The orange circle is a 1500 meters radius, and circle limits are places were a plane can start roll to take off. For example, points A,B and C are 3 places where a plane can start to move, so later is "in air" at the blue dot. Any of this places in circle limit can be the place where a the pilot to be rescued can be loaded. The parser will asumme best fit direction, so the start roll point will be always 1500 meters from take off point in direction of rescued pilot.

When you are trying to rescue a pilot, the distance from where a pilot is captured to this loading points is measured.
The loading points are the landing place and the best aproach to takeoff circle limit. The lower distance is considered as the distance to walk (or run).
Lets see some examples in image:

The landing place is the big blue X and the takeoff place is the red X.
Pilot 3 is outside 5Km range, so is not possible to rescue him.
Pilot 1 has to walk/run 700 meters to the landing point.
Pilot 2 is close to the takeoff circle, about 1200 meters to point "A". So parser will assume you landed at blue X, and then you taxi to the point marked as A, where you later start rolling to takeoff.
Now, we know where are the places a pilot can be loaded into plane, and the distance to walk, lets see how the captured pilot reach the plane.
The pilot stated as captured can be healty, wounded or heavily wounded. This will decide how fast can the pilot walk or run towards the rescuer plane. A healty pilot can run at a speed of 5 meters per second (18km/h), a wounded can only walk at a speed of 2m/s (7.2 km/h as fast walk) and a heavily wounded can not move. In this last case, the pilot just landed goes runining where pilot heavily wounded is, and carry him back slow walking to the plane. The total speed of going running and comming back carring the pilot is considered in average a normal walk, but the distance is double, so final average speed assumed is 1m/s (3.6 km/h).
So, we have the distance to walk and the walk/run speed, so there is a "time to captured pilot reach plane". You can't know exactly this time, but closer you land, lower the time you need to wait. If you are in coms, you can ask if pilot is wounded or not to get a clue about waiting time. (At end i post a table with values distance/speed/wait time).
To simulate rescue, we asume that pilot start running (or walking) one minute before rescue plane lands towards landing direction. The only exeption if captured pilot is heavily wounded, and the start walk time starts when plane lands. This is because the just landed pilot has to walk to pickup wounded pilot, and that can only happen after he lands. The "walk time" stops 20 seconds before plane take off (asuming 20 seconds takeoff time).
The new rescue system allows you to land before pilot reach the ground. For example, you can land when you see the chute going down. Land, close to the place where the chute will land, wait for him touch down, wait him to walk to plane and finally take off. In this cases, the "start time to walk" will happen as soon the chute touchs ground. The only problem by landing before, is you cant now if IL2 will stat that pilot as captured or not.
No mater how close the landing point or takeoff points are to the rescue pilot, it always asumed a minium of 50 meters to walk. So always you have to wait between 10 seconds up to 50 seconds to pilot reach plane. But remember that pilot start walking when see your plane in aproach to land (1 minute before you land) so wait time is little or none. Execption if pilot to rescue is heavy wounded.
You can think that wait times are too long, but they are not, because parser asumes best fit take off direction , you have a handicap of 1.5 kilometers. In most cases you will land about 3km or less from pilot, taxi close to him, lets say 1km or less, and later take off. In worst case you take off in oposite direction where captured player was. In this worst case, distance to walk will be 500 meters or less, so waiting time is between 1.7 minutes up to 8.3 minutes, depending on pilot health. If pilot is not heavy wounded, the time to wait is 1 minute less, because we walking to your direction before you land. Check table for other distances.

Most often cases, if you taxy to close point where pilot is, the distance to wal will be the minium (50 meters) and because pilots start walking before you land, wait state is depreciable. Only exeption is the heavy wounded pilots, where you has to wait more time.
Below you can see how events are handled by parser with an example taken from mission badc_54096 used for testing.
Distance are in meters.
Seconds are time in seconds relative to day start (hour 00:00:00)
14:18:48 LeLv69_Masi captured at [ 91828.68 , 22845.912 ] 14:20:18 LeLv28_Lana landed at [ 90949.62 , 22897.652 ] inside 5km limit 14:23:06 LeLv28_Lana take off at [ 90016.07 , 22906.1 ] - distance to land place: 880 meters - distance to toff place: 313 meters - distance used: 313 meters - captured_secs:51528 - land_secs:51618 - toff_secs:51786 - start_walk_secs:51558 (land secs - 60) - stop_walk_secs=51766 (toff secs - 20) - walk_time=208 ( stop_walk_secs - start_walk_secs ) - wounded=0 walk_speed=5 walk_distance=1040 meters - Looking for LeLv28_Lana return to base: Found! *** LeLv69_Masi rescued by LeLv28_Lana
The 3 first lines are the 3 points coordinates (and times) involved in rescue. Later distances are measured, and the lower is taking into acount. In this eample, the takeoof point (-1500 meters) was at 313 meters. The walk time was 208 seconds (little more than 3 minutes). LeLv69_Masi walk speed was set to 5 meters/sec because he is not wounded, and that is enought to cover a distance of 1040 meters. Since distance to load point is 313 meters ans it is lower than 1040 meters, is considered that LeLv69_Masi reach the plane. Later LeLv28_Lana returned to base the rescued is acomplished.
I try to keep new rescue system comatible to old system as much i can. New rescue system is almost 100% compatible with old method, so, doing rescue as before shuld be ok. The only differences is wait times that have to take into acount.
The new system is more flexible, allowing he landing point to be as far as 5 Kilometers, making aviable better places to land. Besides that condition, there is not a limit on how close you have to be. Distance can be any up to 5 kilometers. The rescue will now depend on the time you wait for pilot and the distance where he is.
There is a day-system in this game. Every single virtual day corresponds to a determined amount of missions. As you were told before, this game is in beta-testing stage yet so there is nothing determined yet, but by now, the virtual day will be made up of 20 to 30 missions.
Cities/towns and airfields recover a percentage of damage by themselves every day passes in the game. Taking care of your own cities/towns or airfields, and stopping the enemy attacks to them is one of the most important tasks in the game. In the other hand, if you want to defeat the enemy definitely, you will have to do the opposite with their cities or airfields.
Airfields will be operational if their damage is LESS than 60% damage. Once this amount of damage is reached, that airfield will be non operational and no flights will have their departure point from that airfield but any friendly flight will be able to land there after the mission. The more damaged is the airfield, you will find less amount of AAA guns, artillery and objects.
Cities and towns work in the same way as the airfields. The more damaged they are, the less AAA guns, artillery or objectives you will find there.
Each city/town has a maximum supply radius which depends of how important or big is that city or town. Any damaged to the cities will modify that radius in a percentage. Cities/towns are the ones in charge of supplying of food, ammo, petrol etc.. to the ground troops, so the supply radius determines if one sector of the map is covered or defended by ground troops or not.
Any flight will have a minimum distance of 40 km to the target zone, even if it is a defence or an attack flight. Sometimes you will find the target area is quite far away from the departure point so you will find at the same time that the landing airfield will be the closest possible to the selected attack or defence zone. With this feature, we try to simulate the real thought of looking for the closest landing airfield in order to end the mission as soon as possible.
No flights will start from two enemy airfields too close to each other nor finish in an airfield too close to the target area because that is considered a high risk situation.
Because each side can choose their own kind of attack and their target, there are several overall mission possibilities :
| Allied | Axis |
| Tactical | Tactical |
| Tactical | Strategic |
| Strategic | Tactical |
| Strategic | Strategic |
In this case, both sides are trying to capture enemy map sectors. The mission setup will be as follows:
Allied: A bomber group will try to destroy enemy troops/tanks invading the Russian sector with or without escort fighters. This kind of mission is known as DEFENCE FLIGHT. In addition to it, there could be a fighter group trying to give aerial support to the Russian ground attack in another sector (known as ATTACK FLIGHT).
Axis: A bomber group will try to destroy enemy troops/tanks invading the German sector with or without escort fighters. This kind of mission is known as DEFENCE FLIGHT. Also there could be a group of fighters giving aerial support to the German ground attack at the chosen sector (know as ATTACK FLIGHT).
In this case, allied troops are trying to conquest an enemy sector of the map, and in the other hand, axis troops are attacking an allied town/city or airfield.
Allied: An interception group will be deployed near the town/city or airfield being attacked by the germans (DEFENCE FLIGHT), and another fighter group will be deployed on the Russian attacked target sector, giving support to their own ground troops (ATTACK FLIGHT).
Axis: A bomber group to perform the strategic attack (town/city or airfield) with their fighter escorts (ATTACK FLIGHT) and another bomber group and their fighter escorts too, trying to stop the Russian advancing troops. (DEFENCE FLIGHT).
This kind of attack is quite similar to the previous one, but with each side's mission upside down. Now, Allied pilots will have two bomber groups, each one with their own escort fighter group, being one whole flight an attack flight and the other one a defence flight. Axis side will be supplied with two fighter groups.
This is the last war situation possible in the game. In this case, both sides are trying to attack an area quite far away from their base airfields. To those who have been flying VEF2 campaigns, this kind of situation will be quite familiar for them.
Flights setup is as follows:
Allied: a bomber group with their escort fighter group (ATTACK FLIGHT) , and an interception fighter group (DEFENCE FLIGHT).
Axis: a bomber group with their escort fighter group (ATTACK FLIGHT) , and an interception fighter group (DEFENCE FLIGHT).
This is a very first rule list, recomendations and host procedure. As pilot you have
rights and obligations. Anything not listed there is ok. Anyway, there are some
recomandations, and some automatic punishments for unliked actions.
|
[game] . .(several lines) . eventlog=coop.txt eventlogkeep=0 |
|
[Forgotten Battles] joinDelay=20 clientRate=3000 serverRate=3000 |
| [MaxLag] farMaxLagTime=2 nearMaxLagTime=1 cheaterWarningDelay=1 cheaterWarningNum=1 |
|
[NET] . .(several lines) . checkServerTimeSpeed=1 checkClientTimeSpeed=1 checkTimeSpeedDifference=0.05 checkTimeSpeedInterval=5 checkRuntime=2 |
If host not set checkRuntime=2 in conf.ini, anyone with any mod can not enter in game!
trouble: players with windows 2000 or windows Vista will not be able to play with a host with windows xp and viceversa
Before start speaking about points, an explanation about indexes affecting points should be done. After that, you may also check the task explanation page in order to understand why some tasks has no points for some ground or air kills.
Experience index is a way to show how good is your actual virtual pilot. When you start a new virtual pilot carreer (first mission, or first mission after kia/mia) you pilot experience is set to 1 (or 100%). Then, while you keep this pilot alive, experience grows. It will never decrease. In table below you can see what actions or events makes changes on your pilot experience. Once pilot dies, experience turns back to 1 (or 100%).

This index will affect the points won in mission. For example, if your pilot experience after 8 sorties alive is 1.23 (123%), the mission points are increased by 23%. The bad news are that at same time your experience grows, the prize for your head increase too. This is because on every airkill, the points won are affected by the killed pilot expereince.
Lets say you fly a mission, and you will get 10 points for each fighter. If you kill an AI_Veteran (experience 0.8 or 80%) you will get only 8 points. And if you kill an expert human, suppose a pilot with experience valued 1.68 (or 168%), you will get 17 points.
This index makes 2 things. One is to foment you keep alive your virtual pilot, this way you win more points. Other things is to set the amount points for an airkill. We all know is not the same to kill a bot or a human. So, we have dynamic scores per kill, based on pilot experience.
When you rescue a pilot, you experience grow by 0.1 (10%), because you learn from the pilot you just saved.
Fairplay index works like the experience one, but with some differences. One is that Fairplay index max value is 100%. This represents how much you follow recommendations. In IL2war is not against rules to use smoke or kill chutes. But, as most people dislike this things, every time an action "not recommended" is detected, the fairplay will decrease.
Below table shows how much some actions decrease the fairplay index. The total points of mission is affected by this index.

So, this index is like an automatic punishment. It recovers in steps of 5% if you fly without breaking recommendations. If you want to get all points from missions, you better keep this index at 100%. This is also required to get medals. If you reach the point to get a medal and your fairplay is not 100%, medal is delayed till you get 100% fairplay.
When you rescue a pilot, you fairplay is set to 100%, as a bonus.
Next table show the amount of points for each kill depending your mission task.
|
Killed object |
||||||
| TASK | Bomber | Fighter | Tank | AAA | Other ground | |
| BD | - | 10 | 20 | 5 | 2 | |
| BA | - | 10 | 5 | 5 | 2 | |
| SUM | - | 10 | - | - | - | |
| EBD | 10 | 20 or 10 * | 5 | 5 | 1 | |
| EBA | 10 | 20 or 10 * | 5 | 5 | 1 | |
| ESU | 10 | 20 or 10 * | 5 | 2 | 1 | |
| INT | 20 | 10 | 5 | 2 | 1 | |
| ET | 20 | 10 | 10 | 5 | 1 | |
| 20 or 10 * : If killed is INT or ET = 20 points, other fighters = 10 | ||||||
Next table show the amount of points based on your task. Each task has a different condition, so in IL2war can have in same side different results. If you are escorting a group of bombers, and all them come back alive, you get max points because that. At same time, bombers need to hit the target to get more mission points.
| Task | Condition | Points | |
| BA | Damage done | >=10% | 100 |
| BA | Damage done | >=5% | 50 |
| BA | Damage done | <5% | 0 |
| BD | Friendly Attacked sector | Saved | 100 |
| BD | Friendly Attacked sector | Captured | 0 |
| SUM | Resupply city | >=8% | 200 |
| SUM | Resupply city | >=4% | 100 |
| SUM | Resupply city | <4% | 0 |
| E* | Escorted group sourvive rate | =100% | 100 |
| E* | Escorted group sourvive rate | >=50% | 50 |
| E* | Escorted group sourvive rate | <50% | 0 |
| INT | Group to intercept sourvive rate | =0% | 100 |
| INT | Group to intercept sourvive rate | <=50% | 50 |
| INT | Group to intercept sourvive rate | <50% | 0 |
| ET | Enemy attacked sector | Captured | 100 |
| ET | Enemy attacked sector | Failed | 0 |
| E* mean all escort tasks, and are related to escorted group | |||
Finaly, this are some other pointed events:
| Other events point table | |
| Action | Points |
| kia/mia/disco | -200 |
| bailed/crash | -20 |
| landed safe in base | +40 |
| landing lights | -50 |
| wintip smoke | -50 |
| chute kill | -20 |
| friendly airkill | -50 |