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Carrier Command 2 News

v1.2.7 - General Fixes and VR Improvements



Dear Players,

We have just released v1.2.7 which includes some bug fixes as well as some long awaited VR features and fixes.

We are very busy completing the next CC2 major update but have found some time for some of the fixes and improvements, which are included in this build.

With much fewer issues remaining on the issues board, some of these fixes are minor, for example some spotlight rendering artifacts could sometimes be still seen through waves, which has now been resolved.

We have also revisited the VR tasks, most of which where cleaned up shortly after initial release, but a few remained where they were minor issues. Recentering now recenters orientation rather than just position (to be more consistent with other VR games), hearing now uses the correct VR head orientation, you can now see the hover info for achievements in VR, and input is correctly passed only to the hovered screen, which hasn't always been the case.



With regard to VR, our original plan was to have the VR edition be a separate App on Steam to make it clear to players that Carrier Command 2 is both VR and non-VR (which is otherwise very confusing). Ultimately, this hasn't worked well for the game. Because the apps are linked, Steam assigns all sales to the base game and considers CC2 to have sold zero copies, meaning zero promotion in the VR category. There is also the issue with cross-platform play where players need to start the game in an unusual way to play CC2 VR in multiplayer.

We have now decided to integrate the Carrier Command 2 VR client in the base game, and add a VR launch option to the base game. This doesn't affect anyones access to the VR version of the game, or changes our support plans for VR, it just moves the launch button in the Steam client. It makes it easier to play multiplayer and it makes it easier for us to release updates.



These changes will be rolled out over the next week or so.

We have big plans for the next major update and will be back here very soon to talk about what is in the next major update, release dates, and more!

Much love
The Carrier Command Developers



v1.2.7

Fix - spot light volume rendering appearing in front of ocean waves
Fix - map data now correctly synced in all situations after loading a game or connecting to an MP game
Fix - some safety code to avoid most common CTD
Fix - VR corrected head orientation for hearing audio
Fix - VR can no longer interact with the tablet from the back
Fix - VR screen interactions now always consider which screen is being hovered so input isn't shared between tablet and other screens
Fix - VR interaction reworked so hovering achievements now shows achievement data
Fix - carrier_command_vr.exe now included in base game AppID.

v1.2.6 - Hotfixes and Improvements!



Dear Players,

Today we release the latest Carrier Command 2 hotfix.

Many of these fixes are relatively minor, as there are only a couple of dozen live bugs on the issue tracker, and we aim to get this number right down.

The most impactful change is a fix for weather and ocean current sync - as we discovered a bug in our saving/loading that meant this data would not always save / load / sync over multiplayer correctly. This fix should mean it always works, and weather and ocean is now also seeded by the world seed when a game starts, rather than starting in the same state. This means that weather will now follow unique patterns, and match reliably between players in multiplayer.

We continue working on the next major update and will announce the update closer to release when the update is locked in and complete!

We hope you enjoy these fixes and improvements!

Much love
The Carrier Command Developers



v1.2.6

Fix - Fixed Petrel circling vehicle it was tasked to pick up instead of picking it up
Fix - Weather correctly saves/loads with saved games
Fix - Adjusted navmesh of some problematic cliff tiles to prevent land vehicles getting stuck on them
Fix - Fixed being able to walk inside carrier deck weapons
Fix - Fixed player being able to clip into carrier elevator shaft
Fix - Fixed player getting stuck in the wall near carrier elevator
Feature - Added screen mod script functions requested in issue #1824 (http://geometa.co.uk/support/carriercommand/1824)

v1.2.5 - Naval Combat Hotfix



Dear Players,

Today we release the v1.2.5 hot fix for naval combat in response to player feedback.

Torpedo behaviour and swordfish speed had been changed unintentionally, causing a change in balance to naval combat. We have now rebalanced this area of the game so naval combat is more effective and balanced.

We have reduced the Swordfish speed to be similar to the Needlefish, and improved torpedo tracking so that they lock by bearing rather than heading - allowing them to predict an intercept point and track ahead of the target. This torpedo change is very similar to the change we recently made to AA missiles and greatly improves their ability to hit targets at constant speed and course.

Separately, we have also decreased fuel consumption of the Needlefish and Swordfish, so that their effective range is much greater. This means your fleet vessels have the option to operate more autonomously, and depend less on the carrier.

Much love
The Carrier Command Developers



v1.2.5

Fix - Improved torpedo target tracking
Rework - Reduced swordfish force emitter magnitude so they go slower
Rework - Decreased fuel consumption of ships so light ship can travel continuously at max throttle for roughly an hour before running out of fuel

v1.2.3-4 - Bug Fixes and Improvements!



Dear Players,

Today we release the v1.2.3 bug fix and improvement update including several important changes. Please see the patch notes below for the full list of changes in todays update.

Thanks to all other players submitting reproducible bug reports and feature requests on the official issue tracker. We are working our way through the reported issues that we are able to reproduce, and over the last few months we have made a huge number of changes, with only a small number of issues remaining active on the issue tracker.



We have more bug fix updates planned and are also working on the next major update! This next major update addresses a series of very popular player requests and we are excited to bring these changes to players. As always, we are more concerned with the doing rather than the talking, but we will announce more as we complete the update and are closer to a release!

Much love
The Carrier Command Developers



v1.2.3-4

Fix - Improved AA missile tracking capability so they are better at hitting their target
Fix - Fixed aircraft at the back of island hangars often getting stuck on vehicles at the front of the hangar when deploying
Fix - Fixed helicopters getting stuck in a loop and failing to execute bombing runs
Fix - Stabilised camera attached to aircraft no longer fights mouse movement when aircraft is rotating
Fix - Carrier stock count updates when fleet ships rearm
Fix - Fixed albatross aileron movement being reversed
Fix - Boat engine sounds vary with throttle level
Fix - Fixed some FBX mesh files not compiling with mod sdk compiler
Rework - Barges no longer do large amounts of impact damage to ships
Rework - Renamed gun attachments to have their ammo calibre displayed in their names

v1.2.2

v1.2.2

Rework - increased albatross wing size and lift to reduce albatross pitching up in forward flight
Rework - reduced albatross and manta buoyancy to reduce skimming water behaviour
Rework - inventory screen displays weight/capacity in red if carrier inventory is full
Fix - fixed texture atlas and mesh compiling in the mod dev kit
Fix - lowered rear CIWS so they do not float slightly above deck
Fix - missiles no longer ignore terrain collisions or collisions with vehicles other than their parent during impact cooldown so rockets can't tunnel through the ground
Fix - fixed rockets destroying carrier instantly in some cases
Fix - fixed barge unloading items into carrier when its inventory capacity is full