Carrier Command 2 cover
Carrier Command 2 screenshot
Genre: Simulator, Strategy, Tactical, Adventure

Carrier Command 2

v1.5.10 - The Modded Game Values Update!

[p][img src="https://clan.akamai.steamstatic.com/images/39353128/8bdb2e6de0241261664d47bb0e07fd8f31105046.png"][/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][img src="https://clan.akamai.steamstatic.com/images/39353128/45336eef0728b5a8bd6a5c7590f268748710d345.png"][/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 <3,[/p][p][/p][p]The Carrier Command Developers[/p][p][/p][p][/p][p][/p][p]v1.5.10
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 <3,

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 <3,

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 <3,

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

v1.5.3 - Fixes and Improvements!



Dear Commanders,

Today we release a new fixes and improvements update!

This update contains many important fixes and improvements that players have been asking for. From input fixes, to UI fixes, to the long standing issue with Petrels circling, there are some very important changes here and all players will surely benefit from this update.

Please see the patch notes below for details.

Our apologies for such a long wait for this update.

A special thank you to Bred, Bob, Kazzik and Thumble from the Grim Reapers who kindly sent us a christmas card! We love it.

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

Much love <3,

The Carrier Command Developers



v1.5.3

Fix - Petrel no longer gets stuck in orbiting pattern when picking up unit
Fix - MacOS version no longer soft locks when mod files are in temp folder
Fix - Air boss management no longer gets stuck if rotor vehicle is destroyed during take off
Fix - Carrier radar no longer functions when damaged
Fix - Keyboard / mouse flight control axes swapped back to how they were pre-hotas support
Fix - Fixed resupply line rendering to the wrong carrier when there were multiple carriers on team
Fix - Deck notifications no display on allied carrier propulsion screen
Fix - Ocean currents data now save/load correctly
Fix - Fixed selected attachment not resetting correctly when out of range of current vehicle
Fix - Fixed being able to hover and drag invisible barge waypoints on vehicle control screens
Rework - Resupply radius displayed on all team carriers when hovering ships
Rework - Manual updated to better explain barge behaviour
Rework - Torpedoes can now damage the vehicle that launched them

v1.5.2 - Fixes and Improvements!



Dear Players,

Today we release a new minor update with various fixes and improvements!

This patch includes some very important changes including a fix which we believe will solve a memory related crash for the small number of players who were experiencing it.

Thanks to all the players who have given us feedback on the issue tracker, this has been a great help when making these changes.



Please see the patch notes below for full details.

We continue to enjoy making these improvements to the game! Until the best update...

Much love <3,

The Carrier Command Developers



v1.5.2

Fix - Fixed crash caused by game running out of memory in some instances
Fix - Pressing enter to confirm text input when saving game no longer opens chat box in multiplayer
Fix - Fixed vehicle controls (switch attachment/toggle mode/map etc) not being blocked by chat box
Fix - Fixed deployable droids refilling when carrier has no droids in stock after undocking/redocking
Fix - Fixed achievement badges not showing info tooltip when hovered
Fix - Fixed carrier pending orders appearing to reset after loading a saved game
Fix - Fixed gimbal turret not automatically targeting enemies in auto control mode
Rework - Increased barge transfer quantity of flares so they transfer 10 at a time

Major Update 5 - The Carrier Fleet Update - OUT NOW!



Dear Players,

The Carrier Fleet Major Update is out now!

Get ready for multiple carriers per team, HOTAS controller support, air support cannons, and more!

Allied Carriers

This new update introduces multiple carriers per human team! Coordinate your carriers, and get ready for some really big PvP battles.



HOTAS Support

We have reworked controller support, so now you have new controller binding options as well as absolute-mode for throttle inputs! This means you can set up your HOTAS controller to pilot your vehicles.

Air Support

We have added a new turret, specifically for aircraft! This turret is a gimballed cannon, allowing you to fire rounds from above. This means you can set your helicopters up as gunships, or even use gimbal control on your fixed wing aircraft!



There are also several fixes and improvements. See the change notes below for full details!

Thanks for all the players who have shared their thoughts and ideas to make this update possible.

Much love <3,

The Carrier Command Developers



Patch Notes

v1.5.1

Feature - Added carrier count option for human teams in multiplayer hosting options
Feature - Indicator for carrier to respawn at when returning to bridge
Feature - Added team chat with channels
Feature - Air boss control to hold take off
Feature - Undock buttons signal aircraft to take off when in air boss hold state
Feature - Rotor aircraft can take off even when fixed wing is holding on runway
Feature - New gimbal turret for aircraft
Feature - Joystick input and binding support including axis inversion and absolute axis settings
Rework - Torpedoes now steer to target bearing even once active unless a target is acquired
Rework - Torpedoes now detonate when near target
Rework - Map screens now zoom to cursor position
Rework - Barge logic has been updated to support multiple carriers - barges now only load items ordered by the following carrier in waypoint queue
Rework - Inputs in controller bindings grouped into player, vehicle, UI categories
Fix - Resolving issue with lightning sometimes spawning incorrectly