1. Carrier Command 2
  2. News

Carrier Command 2 News

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

v1.5.6 HOTFIX

Fix - fixed mouse input control mode with tv guided missiles

v1.5.5 HOTFIX

Fix - fixed issue with incorrect axes for mouse control of aircraft

v1.5.4 - VR Fixes and Dedicated Server Scenarios



Dear Commanders,

Today we release a new minor update!

This update contains several VR fixes, including an important fix for aircraft controls.

We have also added the ability for dedicated servers to load save games, in order that servers can play custom senarios or specific island configurations, which is a request from the community.

We have also been checking out the online CC2 community. The Tricky gaming community host regular multiplayer events, with 4 teams battling it out with a single life, over games usually lasting 2 or 3 hours. I have joined in some of the games anonymously, and the community are very kind and welcoming. I can thoroughly recommend to anyone interested in getting into PvP.

Many of the players can also be found in the Grim Reapers community, who regularly play and are involved in modding. This is another great community with brilliant Youtube content and a lot of CC2 experience.

Please see the patch notes below for details.

We look forward to your thoughts and feedback on this new update!

Much love
The Carrier Command Developers



v1.5.4

Feature - Dedicated servers can now load save games using "save_name" setting in config (name must correspond to save folder name inside "steamapps\common\Carrier Command 2\saved_games" folder)
Feature - VR voice chat with voice detection (toggle on from VR options menu)
Fix - VR switching from teleport to smooth mode now transitions correctly without using a seat
Fix - VR version no longer saves desktop screen resolution when saving settings
Fix - VR aircraft input axes corrected to use roll pitch on left stick and yaw throttle on right stick
Fix - Missing localization strings