Carrier Command 2 News & Announcements


Dear Players,

Today we release v1.3.2, including some fixes and improvements to Carrier Command 2.

We have more fixes and improvements planned in minor updates over the coming weeks and months, and are also working on the next major update which will have a gameplay focus. We will share more info as the work is completed!

Thanks to everyone who has reported issues on the official issue tracker, making this update possible.

Much love <3,

The Carrier Command Developers


v1.3.2

Fix - Fixed aircraft destroyed by impacting the ocean not showing on the ship log
Fix - Surface vehicles no longer try to pathfind through hangars or across runways to avoid collisions with aircraft
Fix - Selecting self-destruct monitor using VR controller no longer prevents deselecting
Fix - Fixed self-destruct timer overflowing UI when set to a value greater than 99
Rework - Enemy air units no longer run out of fuel and crash
v1.3.1

Fix - Fixed crash on launch for Mac users
Fix - Fixed dedicated server password protection not working correctly
Fix - Fixed not being able to reconnect to a dedicated server after it has restarted at the end of the game
Fix - Fixed all players displaying as admins in the player list
Fix - Players with unsupported characters in their display name now display their player number in their name so they can still be identified
Fix - Specific "banned" message is now displayed when failing to connect to a server due to being banned
Fix - Fixed friend rich presence data not being set when playing on a dedicated server
Fix - Fixed password not being set in-game when connecting to a password-protected server from the Steam server list
Fix - Fixed Steam server list sometimes showing different number of players to actual player count
Fix - Fixed some minor UI inconsistencies
Rework - Admins can no longer kick/ban other admins from dedicated servers
Rework - Admins can join full servers for moderation purposes
Feature - Added option to mute an individual player's voice chat from multiplayer player list


Dear Players,

Major Update 3 is out now!

In this major update, we have added:

Dedicated Servers

We now include a new dedicated server with Carrier Command 2, and you can set up your own server by following the dedicated servers guide.

Public Server List

You can now browse and join public servers from the game (main menu > multiplayer > public games) and also from the Steam server browser that is built into Steam.

Mods-Over-Wire

Servers can now be modded, and mods are shared automatically when you join a server. Modded servers show an icon in the server list so you can tell which servers are modded. Only certain files can be modded and the game scripts are all sandboxed to help protect players security.



These are frequently requested new features by the community, and an obvious next step for Carrier Command!

We hope you enjoy this new update and we look forward to supporting players more in the future with another major update and other improvements already in the works!

See you in the public servers!



Much love <3,

The Carrier Command Developers

v1.3.0

Feature - Added dedicated server program for hosting public servers (see http://geometa.co.uk/wiki/carrier_command_2/view/dedicated_servers)
Feature - Added public server browser
Feature - Added in-game text chat box
Feature - Server mods are downloaded on clients when joining a game
Rework - Mods are no longer loaded on the main menu (except for translations)
Rework - Modding enabled for game objects and tile definitions
Rework - Rebalanced CIWS ammo capacity


Dear Players,

There are just a few days left until the big major update release!

As a reminder, major update 3 includes new dedicated server support, public server lists, mods-over-wire, and more!

Public server lists and dedicated servers are something that players have been asking for, and for a long time! We are really excited to bring these tools to players and support the community with this new and convenient way to meet and play with others. It is an obvious next step for Carrier Command 2, with multiplayer being such a fun aspect of the game.

In preparation for the new update, you can read our technical guide on hosting dedicated servers.



Mods will be supported over multiplayer, in an automatic way, with no need to sync your subscriptions in order to play on servers. You will be able to see if a server is using mods from the server list before you join. Only certain files can be modded in Carrier Command 2, and the scripts are sandboxed meaning that access is limited to a set of API game functions that we provide, with no access to files, internet, or any other function that we haven't specifically added a function for.

See you on Monday for the big update!

Much love <3,

The Carrier Command Developers


Dear Players,

On the 23rd May 2022, we are releasing Major Update #3, including dedicated servers, public server lists, and mods-over-wire support!

From the 23rd May, you will be able to host and join public dedicated server games! This has been a popular and frequent request from players and we are really excited to introduce this to Carrier Command 2.



The new dedicated servers allow hosting multiplayer games without running the client. These servers are designed for non-attended operation and will automatically restart as required. Servers have various options and can be passworded, or otherwise open to anyone.

Dedicated servers will appear in the new public games server list in game, and in the Steam server browser. From the new public server list, players will be able to see a list of all dedicated servers, player counts, if they are modded, etc. and be able to join these servers.

Any modifications installed on the server are automatically downloaded and synchronized to all clients (for both dedicated and locally hosted games) meaning that servers can be run with their own custom modded content, and all players will see and use that same content.



This makes modding much more multiplayer friendly, where mod creators can have confidence that all players in a game are running the same mods, and players are not required to subscribe to join multiplayer games.

We are very excited for the big release and can't wait to share it soon! See you on the 23rd May for the big release!



Much love <3,

The Carrier Command Developers


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 <3,

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.


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 <3,

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)


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 <3,

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


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 <3,

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

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
v1.2.1

Fix - Fixed game consistently freezing in some saves
Fix - Observation camera remote support uses closest vehicle weapon to target location
Fix - Aircraft no longer drop to 0 altitude and crash when set to follow a surface vehicle from a great distance
Fix - Rebalanced fog causing camera vision range to be reduced even in clear weather
Fix - Fixed no longer being able to lock on to targets with surface IR missile attachment
Fix - Added individual descriptions for different ship types in warehouse production UI
Fix - Missile single/double attack options no longer display for aircraft with AA missiles when setting attack order on land/sea vehicles
Fix - Fixed unknown attachment being displayed on HUD for ship torpedo attachment


Dear Players,

Major Update 2 is now live!

In this new major update, we have added the new modding development kit, with all the tools you need to modify game textures, meshes, sound effects, screen scripts and more! With this, we have also added Steam Workshop support so it is very easy to share your creations or download modded content! The technical reference guide for modding is available on the new official wiki.

We have also added fleet ships, where both you and the enemy team may now manufacture patrol ships of various load outs, and build your naval presence. Carrier battles will now be fleet battles, and so introduces a major new dynamic to the naval gameplay.



With this update is also a host of new bug fixes and improvements. See the changelog below for full details!

Much love <3,

The Carrier Command Developers

v1.2.0

Feature - Improved modding support
- Mods can be enabled/disabled from main menu
- Steam workshop support
- Enabled modding for textures/meshes/audio/shaders
- Mod SDK included in game folder with source game assets
- Modding wiki tutorial available at http://geometa.co.uk/wiki/carrier_command_2/view/modification_development/
Feature - Warehouse island can now manufacture ships
- Ships available with multiple loadouts
- Ships can be set to follow the carrier in formation
- Ships automatically resupply from the carrier's inventory when close enough
Feature - Enemy carrier will manufacture support ships over time from their warehouse island
Feature - General improvements and fixes to enemy carrier AI
Feature - Added option when starting new game to control initial blueprint unlocks

Rework - Loadout options when starting new game now control what inventory stock the carrier starts with
Rework - Increased range for scanning ships when using observation cameras
Rework - Removed unused secondary attachment key binding
Rework - Rocket pod attachment no longer has perfect accuracy
Fix - Vehicles spawn with 1 hitpoint when changing chassis to avoid chasses swap repair exploit
Fix - Aircraft debris no longer bounces on the ocean after being destroyed
Fix - Fixed enemy island aircraft not launching or getting stuck/crashing when launching
Fix - Fixed some enemy carrier vehicles spawning with no weapon attached
Fix - Vehicles no longer continue to attack island turrets after they have converted to their own team


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 <3,

The Carrier Command Developers


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 <3,

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.


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 <3,

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


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 <3,

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


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 <3,

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


Dear Players,

With Major Update 1 just around the corner, we want to share more details on the new features and changes to the game!

New Feature - Mouse Control!

From Major Update 1, you can fly aircraft with mouse control! This new control scheme is super smooth and fun, and gives much higher precision. There are several different settings - motion (where your mouse self-centers itself over time) and offset (where your mouse remembers it's position), as well as yaw/pitch and roll/pitch modes for selecting which axes map to which controls.

The aircraft flight models have also been replaced with entirely new code which feels much smoother and more natural. This results in a much improved flying experience, and makes manual control of aircraft much more viable and engaging.

Barges and Logistics!

Forget everything you already know about barges! We have completely reworked how barges work - in response to lots of player feedback and our own experiences playing CC2. This rework will probably prove controversial with some players - because we have removed some functionality from barges - so we are explaining our process here and ask players to give it a fair try and make up their own minds.

The problems with old barges were that it took too long to get items from factories to the carrier - they had to go via the warehouse (which made no sense) and their capacity was small so it often required several trips.

Old barges also had complex logic to decide when they would allow an item to load and when they would unload - and this logic was too complex to explain on UI so the whole system was a black box where it was hard to understand why something didn't work! So, we wanted to simplify the rules and mechanics.

Barge capacity is now greatly increased - meaning you rarely need more than one trip and can often load from multiple islands before unloading!

Forget the old barge routes system - you now set barge waypoints in a similar way to other vehicles - just drag a route out and loop it if you want to, and the barge will get on with it. This gives you much more control over routes, ordering, and is straight forward to understand.

Barge logic is now greatly simplified - it is only possible to load items at an island where those items are on order, and it is only possible to unload items to the carrier. This does mean you can't stockpile on islands, or unload from the carrier, but the greater barge capacity and direct deliveries more than makes up for this.

The resulting effect is that when you capture an island, you have very quick access to items manufactured on that island, and as you fight in an area of the ocean, the nearby islands provide the easiest and most immediate logistics support.



Rebalancing!

As many players have reported, there are several areas of the game that needed urgent rebalancing! We have completely rebalanced the economy so that resources are a greater factor and operations are no longer mostly funded from naval kill rewards! Manufacturing times and costs are also adjusted. The result is a much more balanced game which is much more rewarding to beat.

Modding Support!

We are really interested in supporting modding as best we can and have been adding new API features regularly when requested via the support tracker. We have also been chatting with modders and are integrating some of their mods into the base version of the game. Screen scripts are now based on the server so when you join a multiplayer game, you use the servers versions of the scripts - which is a big deal for modders as it keeps the experience consistent within multiplayer games, and also allows modders to customize the network replication of screens.

We are also adding "real time updating" support for modders, so that as they make changes to scripts, their changes appear immediately with no need to reload the game. These changes also propagate across multiplayer games, so any other clients can also see the updates immediately too. We are really excited about this as we think it may be the first time real time modding has been possible in this way in any game!

Is modding important to you as a player? Other than screens, what else would you like to see modded? Do let us know, as it is possible we can do more in the next major update and would love to hear your thoughts.

Don't forget to join is for the Lauch Party Live Stream on Monday where we will be releasing the major update, playing CC2, chatting to players and answering your questions!

Much love <3,

The Carrier Command Developers


Dear Players,

Join us on 15th November at 1600 UTC (just 1 hour before the big update launch) and we will be streaming CC2, discussing the new update, chatting with players and answering questions!

You can join the launch party stream by simply visiting the Carrier Command 2 Steam store page at the time above!

The major update is just around the corner, lets quickly go over the headlines:

New Aircraft Handling and Mouse Control

We have completely reworked aircraft handling - expect much smoother, responsive aircraft that are easier to control and much more fun! We have also added support for mouse input control of aircraft, with a host of options to customize in the settings. This is a huge deal as it greatly improves aircraft gameplay, and makes it much easier to engage targets in the air and on the ground with accuracy and effect.

New Inventory Mechanics

We have completely reworked the barge system to be more like the normal vehicle control - you now simply plot waypoints and the barges do as they are told. You can now deliver goods direct from any island rather than having to go via the warehouse - which is now just the starter island with the starter stock in it. There is much more to this and it will be explained in detail next week in the patch notes.

Improved Modding Support

We have been blown away by how awesome some of the user created mods, and want to do our best to support these incredible creations! Scripts will now be synced from the multiplayer host, so all players use the servers version of the scripts while in a game! We have also added a special "developer mode" to help mod creators test their creations, and we have also integrated some features of the popular UI Enhancement Mod by QuantX and others.



When CC2 first launched, a kind anonymous player sent us some pizzas - we have been trying to find out who this was to thank them - but have been unable to figure it out. This is probably a good point to accept that we will never solve the mystery, so whoever you are, thank you stranger! They were delicious! But no pizzas were necessary - just enjoying our game is more than enough!

We are really excited for the big launch and hope you will join us!

Much love <3,

The Carrier Command Developers


Dear Players,

Major Update 1 will arrive on 15th November 2021 at 17:00 UTC!

Major Update 1 comprises of several big changes, including reworked inventory and barge systems, reworked economy balance and production, improvements to modding support, new mouse-control for vehicles including flight, and integrations of some of QuantX's UI enhancer mod.

In developing this major update, our main focus has been to rework the areas most important to players. We have been discussing changes on the official issue tracker with players, reviewing player suggestions, and even playing multiplayer with some players.



Thank you to all the players who have made suggestions on the issue tracker. There is a huge wealth of intelligent and exciting ideas already built, with over 500 suggestions made of new ways to expand and improve the game. The community have proven themselves to be kind, smart, and passionate, and it's a privilege to be supporting this game with new updates.

With only 2 weeks remaining until the major update, it is too late to make new suggestions - but it is never too early for suggesting what could become part of major 2 - so please do let us know using the in-game buttons!

Today we also release a bug-fix update. Please see the changelog below for a list of changes!

Much love <3,

The Carrier Command Developers



v1.0.22

Fix - Fixed carrier camera vertical tracking axis sometimes not working
Fix - Carrier engine sound responds to propulsion power as well as throttle
Fix - Fixed orientation of small attachments on Manta and Razorbill
Fix - Fixed torpedo bearing indicator not wrapping correctly and showing both 360 and 000
Fix - Fixed orientation of flight control sticks in front of vehicle control screens
Fix - Minor english localisation changes
Fix - Audio transmissions stop playing when returning to the main menu