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Carrier Command 2 News

v1.5.12 - The Aerial Refueling Update!



Dear Players,

This update introduces aerial refueling!

The external fuel tank that attaches to aircraft can now be switched into refuel mode, sharing its content with nearby aircraft.

The mode can be activated by going into the vehicle control HUD, selecting the fuel tank slot, and pressing the stabilization key binding. You will see a refueling notification, and a refuel icon will also appear on the map.

Aircraft that are close will then be able to refuel from this tank. Aircraft do need to be close, and aircraft in formation will be close enough once they have finishing closing and joined formation.

We have also been working with modders, and have exposed various in-game values to allow new types of thing to be modded. Please see the patch notes below for details!



Much love
The Carrier Command Developers

v1.5.12

Feature - in air refueling from fuel tank
Feature - moddable values for cloud rendering
Feature - moddable value for aircraft stall height
Feature - moddable values for island shield difficulty
Feature - API for vehicle waypoints on vehicle HUD lua screen

v1.5.10 - The Modded Game Values Update!

[p][/p][p]Dear Players,[/p][p][/p][p]Today we release the v1.5.10 update, including the new game constants text file. This is a modable file that stores various values, loaded when the game starts (rather than being hardcoded). This means it is now possible to mod the game in various new ways.

The constants file can be included in mods on the workshop, allowing further ability to customize games and multiplayer servers.

Values that be changed include production time, production cost, weapon damage, fuel capacity, ammo capacity, missile speed, radar range, and more. See scripts/constants.txt for details.

This update has been developed with the help of some players from the community who have been testing and giving feedback. Many thanks to all our players who have helped this update happen.[/p][p][/p][p][/p][p]A great quality of this update, is just how easy it is for us to extend by adding new values. Let us know of any requests on the official support tracker and we will consider extending the table of values where it makes sense!

There are several other updates. Please see patch notes below.[/p][p][/p][p]We hope these changes are useful to you and look forward to your feedback![/p][p][/p][p]Much love Feature - added modable constants.txt file containing various changeable values
Feature - added new custom lua shared file slots, increased from 4 to 10[/p][p]Performance - optimized ocean collision checking for all units above 160m altitude[/p]

v1.5.9 HOTFIX

Fix - resolved multiplayer crash

v1.5.8 - The Hold Fire Update!



Dear Players,

Today we release the v1.5.8 update, including a new "hold fire" option for vehicles. This new option forbids vehicles from firing automatically, which can be very useful when situations are at a disadvantage (such as when in the water or moving at high speed) or ammunition is in low supply. Hold fire is available when clicking on a vehicle on a vehicle control screen, and shows an icon next to the vehicle to signify the special mode.

We are also launching new modding tools. We have extended lua modding to support shared library files. These can be used to share code between multiple scripts (a popular request among lua modders), and potentially also allow some modders to release libraries for other modders to use. New editors include vehicle data editors, tile editors, and more. They are available when launching the game in developer mode (using the -dev command line option) and pressing F4 to toggle the developer UI, and F3 to toggle mouse control.



We have also continued to rework several balance changes requested after the previous update.

We hope these changes are useful to you and look forward to your feedback!

Much love
The Carrier Command Developers



v1.5.8
Feature - Hold fire option for vehicles
Feature - Added library_custom_n.lua files as shared library files for modding
Feature - Enabled developer editor tools when using -dev command line (use F3 and F4)
Rework - Reduced mass for droids, fuel tanks, awacs, radar
Rework - Removed rearming from airlifted mules
Rework - Rockets no longer trigger missile countermeasures

v1.5.7 - The Rebalance Update



Dear Players,

Some members of the Grim Reapers Naval Ops community kindly gave their time to compiling detailed rebalance and requested change feedback. As always, we are reviewing player feedback (particularly that submitted via the issue tracker!) and thought to implement several of the requested changes.

Thankyou to the Grim Reapers and all the players who have given their feedback and helped make the game better. The naval simulation community is a tight group and a great set of people, and its a real pleasure to be making one of your games.

We are buffing a bunch of stuff that was difficult to utilize. The sonic pulse countermeasure system has range extended to be 4x larger. External fuel tanks are now much larger. Ship fuel capacity is now much larger. CIWS ammo capacity is up. Stuff like that.

We are also doing some minor rebalances to what stuff is included in a starting load out. There are many changes here which would require a huge spreadsheet to explain, so if this is of interest, jump into a game and see what is included in your loadout of choice.

Missiles are now more dangerous with a larger explosive radius and higher velocity, but AA missiles are also easier to avoid with the tracking warning being displayed much earlier, giving much more chance to react.

Mules are now more versitile as they can now rearm each other as well as helicopters, making for a useful mobile helicopter refuelling base if this is required. This change, alongside the increased external fuel capacity, makes helicopters much more versatile and specialist.

Please check out the patch notes below and let us know your feedback on these new changes!

A quick shout out to an upcoming game - Sea Power isn't a game by us (Geometa) but is also published by Microprose and is a game I am personally looking forward to very much.

Much love
The Carrier Command Developers



v1.5.7

Rework - buffed sonic pulse generator
Rework - increased capacity of external fuel tank
Rework - increased ammo capacity of vehicle mounted CIWS
Rework - increased speed of missiles
Rework - barge blueprint unlocked by default
Rework - rebalanced starting loadouts
Rework - rebalanced item inventory weights
Rework - new team colors and reordered colors to match colors on UI
Rework - missiles now have larger explosion radius
Rework - increased fuel capacity of ships
Rework - mules can now supply nearby helicopters and other mules
Rework - missile track warning now alerts with incoming missile within 1000m rather than 200m