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Carrier Command 2 News

Launch Party Live Stream! (21st February - Stream: 1600 UTC, Release: 1700 UTC)



Dear Players,

Carrier Command 2 Major Update 2 - The Steam Workshop and Modding Update - is coming on Monday the 21st February at 1700 UTC!

Please join us one hour before for the launch party live stream, where we will be deploying our own fleet of ships as we battle the enemy fleet, as well as making a simple mod to show how the new modding and steam workshop support works. We will also be chatting to players, answering your questions, talking about this new update, and what could be next!



Thank you to all the players who have already been creating incredible modifications and those who have inspired this update or made suggestions on the official issue tracker!

We can not wait to see what creations and content the community create with these new tools, and we are looking forward to the player feedback on what we have been working on the past few months.

See you on Monday!

Much love
The Carrier Command Developers

Announcing Major Update 2 - Releasing on 21st February 2022!



Dear Players,

Major Update 2 is nearly here, and includes the new modding development kit, Steam Workshop support, and player manufacturable and controllable fleet ships!

The Modification Development Kit

We are extending modding support in Carrier Command 2 to include the ability to mod 3D models, textures, shaders, audio, localization, as well as the existing script modding. In Major Update 2, the game will include the complete development kit for creating these new types of mods, including the source assets, a simple compiling tool, the modification developers manual, and new in-game UI for activating and uploading mods to the Steam Workshop.

This is all in response to the huge levels of interest that players have shown to modding, with some players already putting huge effort and time into creating mods, and many mods already available. The new development kit will make more possible, and everything easier.

This new modding support will enable various new types of cosmetic game modding. This is the second big modding update we are pushing and will continue to listen to players and modders for what other types of support they would like to see next.

Steam Workshop Support

With Steam Workshop support, it will be much easier to share and download mods. You will be able to browse, subscribe, comment and vote up modifications.

It is also a much safer way to get mods, with Carrier Command 2 only allowing specific files to be modded, such as the textures, meshes, and audio. The scripting files are already sandboxed for safety.

Downloading and installation of mods is automatic, and there is convenient in-game UI for selecting and activating the mods you want to use.



Fleet Ships

We are adding the ability for fleet ships to be manufactured and controlled by both the player and AI teams. This is a very popular and frequent request from players and we are very excited to add this.

In Major Update 2, you can manufacture several loadout variants of the smaller fleet ship from your drydock. These ships are controllable from the map with waypoints, and can also be navigated from first person. They can be equiped with several loadouts, including the main artillery gun, cruise missiles, anti-air missiles, and CIWS.

These ships can also be assigned to support the carrier, in which case they take up vic formation. Note that their engines are less powerful than the carriers, and the fleet can only travel at the speed of it's slowest member.

Fleet ships resupply from the carrier when in proximity. This this visible on the map where you can see the mechanism and the resupply state.

The enemy AI will also manufacture fleet ships, which will also assist in capturing islands and fighting the other carrier teams, so expect carrier duels to have a new dynamic, with more firepower on the battlefield.



We have also been making various bug fixes and improvements with the upcoming release. Today we release hotfix v1.1.4 with several fixes to enemy aircraft and airfield behaviour, but we have continued to make improvements and expect all enemy airfield issues will be resolved in major update 2.

We are very excited to share this major update soon and thank all our players for the feedback and support.

Much love
The Carrier Command Developers


v1.1.4
Fix - Fixed enemy aircraft not considering air/sea targets as valid when docking in a hangar.
Fix - Fixed island aircraft docking and operation states not being updated to correct states during dock/undock.
Fix - Increased enemy aircraft detection range and fixed aircraft not launching from hangar.
Known Issue - In some situations, enemy aircraft may have issues taking off from airfields. However these are fixed in v1.2.0.

v1.1.3 - AI Flight Control and Other Improvements Hotfix



Dear Players,

Hotfix update v1.1.3 is now live! We have fixed a series of issues and added improvements to several systems. The most important gameplay changes include improving AI aircraft behaviour to reduce accidental crashes, mouse flight control improvements, and some modding support issues. Please see the changelog below for full details.

Thank you to all the players who gave feedback and reported issues on the official issue tracker using the in-game buttons. This is really helpful to us and these bug fix and improvement updates are direct result of player feedback.



We are busy preparing for Major Update 2 - this is an ambitious update that will open up new possibilities in Carrier Command 2 involving mod support. We are working hard completing the new features and are really excited to share. We will announce more in the coming weeks.

Much love
The Carrier Command Developers



v1.1.3

Fix - Increased waypoint consume distance of aircraft so they no longer get stuck circling waypoints
Fix - Increased Petrel yaw power to fix them flying sideways
Fix - Fixed aircraft crashing into the ground when attacking ground targets
Fix - Helicopter landing mode when docking now activates at 400m instead of 3200m to reduce chances of them crashing into islands
Fix - Improved aircraft attack order behaviour when approaching targets from high altitude
Fix - Fixed mouse flight controls not working for TV-guided missiles
Fix - Fixed mouse flight controls not working for vehicles that are very far away from the carrier
Fix - Torpedoes steer more aggressively when facing away from their target
Fix - Players can no longer interact with buttons through walls
Fix - Fixed stationary island turrets not displaying hitpoints on their HUD
Rework - Minor localisation fixes and improvements
Rework - Vehicle HUD script is synced to clients in multiplayer games

v1.1.2 - Patch Notes



Dear Players,

Update v1.1.2 is now out! This is a hotfix release with several bug fixes and improvements.

Many thanks to all those players who have reported issues using the official issue tracker.

Enjoy!

Much love
The Carrier Command Developers



v1.1.2

Fix - Barges cancel transferring items to carrier/from islands if they move too far away
Fix - Barge inventory item weight hidden from production UI as it cannot be stored in the carrier's inventory
Fix - Mouse flight inversion settings are correctly applied in offset mode
Fix - Observation camera zoom controls are consistent for land/air vehicles in mouse/keyboard mode
Fix - Updated some Chinese translations
Rework - Rockets and bombs are significantly less effective against the carrier's main hull hitpoints

Major Update 1 - The Logistics, Mouse Control and Modding Update - Out Now!



Dear Players,

Major Update 1 is out now!

In Major Update 1, we have added mouse control support for flying aircraft (with customization), new modding features, and completely reworked the logistics system and economy balance.

These new updates are in response to the biggest and most requested changes to the game by the community (via the official issue tracker), and inspired by the incredible mods being created by the community.

We are really pleased with how this major update has turned out, with many aspects of playing the game being dramatically improved. The game is now much more balanced, the logistics system is much easier to use and more effective, and the aircraft are so much more fun to fly. We hope you enjoy the changes and look forward to your feedback!



There has been no shortage of quality suggestions and requests - we would have loved to add many more of the fantastic player suggestions that have been submitted. However, there is only so much time in a day and it is a matter of ordering the most important changes first. Rest assured, we will continue to develop future updates and we look forward to working with the community and continue to improve and support Carrier Command 2.

There are so many possibilities for what could be next. More modding and workshop support? Improved AI? Public server lists? Please let us know your thoughts on what should be prioritized by posting suggestions on the official issue tracker, and placing stars on your favourite suggestions.

See the full changes in the patch notes below.

Enjoy this new update!

Much love
The Carrier Command Developers



v1.1.1

Feature - Added mouse controls for flying aircraft with several options to suit different preferences, including:
- Continuous motion or offset from center of screen
- Mouse controls yaw/pitch or roll/pitch
- Invert X/Y control
- X/Y sensitivity (for continuous motion mode)
- UI options to enable/disable mouse joystick visualisation on aircraft HUD
Feature - Completely overhauled aircraft physics to be more responsive, easier to handle and generally more fun
Feature - Overhauled barge logistics management and economy
- Players now have more direct control over where barges go and what they do by setting waypoints
- Improved logistics screen UI that makes it easier to track what barges are doing
- Increased overall barge inventory capacity
- Many rebalances to item costs and production times
- Rebalanced currency awarded for destroying enemy vehicles and capturing islands
- Items can be discarded from the carrier's inventory without waiting for barges to collect them
- Logistics screen now displays barge hitpoints
Feature - Officially integrated some features from QuantX's CC2 UI Enhancer mod
- Holomap
- Cursor position is visible to other players in multiplayer
- Holding interact and moving cursor lets you take bearings, measure distances and indicate direction to other players
- Island names/difficulties/factories displayed
- Cursor coordinates displayed in bottom left corner
- Vehicle Control Screen
- Added option to enable/disable grid overlay
- Hovering air vehicle waypoints displays their altitude
- Propulsion Screen
- Added an overview of aircraft that are taking off/landing/taxiing
- Navigation Screen
- Added option to enable/disable island names
Feature - Improved screen modding support
- When connecting to a multiplayer game, clients automatically download modded screen scripts so all players are in sync
- Running the game with "-dev" command line argument enables realtime file updating for screen script files
Feature - Vehicles remember which bay they were last docked with on the carrier and try to dock in the same bay if available when returning
Rework - Removed manual control from artillery cannon attachment - this attachment is now for remote support only
Fix - Fixed screen brightness not loading with saved game
Fix - Using mouse to pan map screens around now has consistent behaviour across all map screens (vehicle control, logistics, holomap)
Fix - Moving mouse offscreen no longer causes maps/scrollbars to jump around when dragging