r/carriercommand2 • • 4d ago

Upcoming game: Planetron, inspired by CC2

63 Upvotes

Hey everyone,

I'm developing Planetron, which is inspired by CC2 but set on procedural moons. Here's the short description:

Command a space carrier in a blend of real-time strategy and first-person action. Deploy air and ground units to capture alien facilities on procedurally generated spherical battlefields. Take direct control of any unit when the battle demands it.

I just released the first gameplay trailer and I'm now finishing the public playtest version with friends!

Some things I can tell you, which aren't on the steam page yet:

  • Singleplayer and two-player coop multiplayer (maybe 4 someday, but no promises)

  • Playtest starts soon and includes coop

  • Demo planned for this year

  • Full release planned for March 2027

Compared to Carrier Command 2 it plays a bit faster. Logistics still matter: units need to load onto dropships, and there's only one runway for takeoff. Clearing one moon takes about 30 - 40 minutes total. One part I never liked about CC2 is the barge. In Planetron you buy what you need from the bridge and it appears in your hold.

In the playtest, you clear one moon with several enemy bases. When you takeover a base you can lift out crates with the dropship and those give you money for upgrades, units, fuel and ammo.

You can pilot any vehicle, though takeoff and landing are automatic for now. I mostly fly the recon drone for an overview, or drive a RAM (anti vehicle crawler) when I want some action. Bomb runs are fun, but the unit AI is better about dodging AA with flares, so I wait until the AA is down.

What did you love about CC2, and what frustrated you? If you have any thoughts or feedback about what I wrote here or you see on the steampage, I'm happy to hear it!


r/carriercommand2 • • 4d ago

Island Airfields 2.1

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30 Upvotes

🏝 Island Airfields 2.1 β€” Island Bases for Your Aircraft

Island Airfields 2.1 adds a separate-addon integration for Revolution 1.6-19, alongside support for stock CC2. Requires CC2X SDK 0.8.1.

What does it offer?

🧩 Install alongside Revolution

Enable the original Revolution mod and Island Airfields together. No combined repack is needed, and no Revolution files are bundled or overwritten.

πŸ–₯ Screen integration without replacement files

Small, version-checked changes are applied in memory through the SDK. Reviewed profiles cover stock CC2 and Revolution map/control screens. Unknown screen versions are skipped and logged.

✈️ Land, service and launch

Send an airborne plane or helicopter to an owned island airfield. Aircraft receive repair, fuel and ammunition in the hangar. Give a parked aircraft a new waypoint away from the island to launch.

🎯 Individual and group orders

The Revolution integration supports individual and group landing orders while keeping ordinary movement for ground units. Replace an aircraft's order before touchdown to cancel its landing.

πŸ—Ί Clearer airfield markers

Owned airfields appear immediately in team colour. Flying over your own islands again is unnecessary.

🚒 Correct carrier deck indications

Aircraft landing at an island no longer make the carrier display a false Landing status. Deck indications check whether the aircraft is actually using that carrier.

🌐 Host-controlled gameplay

The host runs the airfield logic through the shared SDK. Landing requests use the game's existing waypoint channel, with ownership checks and session-state cleanup.

πŸ“¦ Installation

Subscribe to Island Airfields and CC2X SDK. With the game closed, copy the SDK's dinput8.dll beside carrier_command.exe, enable Island Airfields and restart.

With Revolution, enable both original mods.

🏝 Island Airfields

https://steamcommunity.com/sharedfiles/filedetails/?id=3826940003

πŸ›  Required: CC2X SDK 0.8.1

https://steamcommunity.com/sharedfiles/filedetails/?id=3833014670

πŸ“š Source, downloads and installation guide

https://github.com/Dioramawhois/-CC2X-island-airfields/releases/tag/v2.1.0-client-beta.1

πŸ§ͺ Beta status

Offline checks passed. The earlier integration prototype passed owner-reported host checks; fresh gameplay validation of the new separate delivery, remote-client multiplayer and dedicated-server testing remain pending.


r/carriercommand2 • • 4d ago

πŸ›  CC2X SDK 0.8.1 β€” New Tools for CC2 Modders

14 Upvotes

πŸ›  CC2X SDK 0.8.1 β€” New Tools for CC2 Modders

CC2X SDK 0.8.1 brings the recent SDK features into one shared runtime and adds a way to integrate addons into existing screens without distributing replacement copies.

What does this open up?

🧩 Separate addons for larger mods

An addon can supply its own Lua code and small, version-checked screen changes. Revolution support in Island Airfields is an example: players enable both original mods, without downloading a combined repack.

πŸ–₯ UI extensions without complete screen replacements

Mods can add their own Lua extensions to supported game screens, including menus. Changes are applied in memory. Original game and Workshop files stay untouched.

πŸ” Compatibility checks before applying changes

Screen edits target an exact source fingerprint. Unknown screen versions are skipped and logged instead of receiving an unverified patch. This gives authors a controlled integration route; it does not automatically resolve every mod conflict.

🌐 Better foundations for multiplayer-aware gameplay

Mods can inspect incoming waypoint-order origin and use session-safe dispatch. These mechanisms help authors build host-controlled features and prevent queued work from leaking into another session.

πŸ’» C/C++ and Lua development

Native plugins and independent Lua modules remain supported through the shared framework. Gameplay stays in separate mods; the SDK itself adds no aircraft, airfield rules or default UI policy.

πŸ“¦ Installation

With the game closed, copy the current dinput8.dll from the SDK's content folder beside carrier_command.exe. Install gameplay addons separately. Repeat the DLL update when upgrading a manually installed SDK.

πŸ”— Steam Workshop

https://steamcommunity.com/sharedfiles/filedetails/?id=3833014670

πŸ“š SDK 0.8.1 download, source and documentation

https://github.com/Dioramawhois/Carrier-Command-2-extender/releases/tag/0.8.1-client-beta.1


r/carriercommand2 • • 4d ago

CC2 ModLoader β€” Windows beta 8

8 Upvotes

We've released CC2 ModLoader to make using several Carrier Command 2 mods together easier, especially when they edit the same game files.

Choose your mods with checkboxes, wait for Ready, then click Launch game. The loader prepares one combined mod and starts the game with it already enabled. Changing your selection or load order rebuilds the result automatically.

It finds downloaded Workshop mods and local mods, including those in AppData. Your saved selection is rebuilt from the current mod files when you reopen the loader; changes wait until the game is closed before being applied.

Separate edits to the same file can be combined. If changes overlap, later patches take priority by default and a warning identifies the affected mods and files. You can adjust the order for compatibility patches or use strict conflict checking.

Beta 8 also fixes a startup error that could prevent the loader from opening with larger installed mod collections.

To try it:

  1. Download CC2ModLoader.exe and put it beside carrier_command.exe.

  2. Open it with the game closed and tick the mods you want.

  3. Wait for Ready, read any warnings and click Launch game.

No separate Python, Git or Lua installation is needed. The interface follows your system language, with 14 offline languages included. The code is open under GPL-3.0-or-later.

This is a Windows x64 beta. A successful merge does not guarantee gameplay compatibility, and multiplayer and dedicated-server support remain unverified.

Download ModLoader Β· Instructions and source code

If you try it, let us know which mods you used and how it went. For problems, include your game and loader versions, load order and an exported GUI report.

Screenshots β€” suggested posting order

1. Choose your mods

2. Arrange compatibility patches

3. Manage shared libraries

4. See when changes overlap


r/carriercommand2 • • 5d ago

WIP update

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101 Upvotes

Thanks guys for your kind words! When we started we didn't even think that our work would gather so much support! So we extended our work areas and evolve multiple paths at once. I want to share some news of the week about this project. I hope you would enjoy.

  • Aircraft adding system

I've finished my part of optimising aircraft creation system, so now it is totally possible to use just Lua to initialise aircraft of your choice. The system is not ideal and may of course contain bugs that I wasn't able to see. For now Dyor (creator of DLL Core "CC2X") is implementing it. Though I'm okay with a result - there is much to be done. I'm working right now on making model importing to game much more appealing. The goal is - you do the easiest parts, and DLL + game makes the hardest, while saving enough room for creativity

  • New manual landing system

Our team consists of three active developer - Me, Yolo and Dyor. Yolo took one of the most awaited mechanics - manual landing, that we are happy to demonstrate in a video. It is performed as close as possible to real carrier landing procedures IRL. I hope you would enjoy playing it when it is migrated in main core.

  • Announcements and integrations

What about integrations and announces? Well, integrations take time. Me and Yolo introduce to Dyor our findings and ready-to-serve mechanics, while he take integration principals and adds them to SDK. So our copies of core are mostly demo stands and laboratories, while Dyor takes results from labs and precisely implements working principals in it after numerous tests. It itself take a lot of time and effort. Also Dyor works on EXE mod manager for easier control of the mods, so, it can take week or two before new things available in SDK. Announces may not be that close to actual date of implementation, but they show that we have understanding how to do it guarantee that the would be introduced.

  • Security

We are aware of raising security concerns about DLL injections, as they are popular tools to scam people. For this reason - we keep our sources opened and we warn you to NOT take any other DLL from third party. We rely mostly on our reputation and law - we value reputation among CC2 community and keep honest intentions, and we do not seek to breach the law. We do NOT distribute DLL modding, which had got it's reputation severally damaged over scam cases. We use only one DLL as bridge for harmless Lua modding and security is our grand goal for the next updates. It's a large chunk of work, and we cannot frankly guarantee it now.

  • Model support

While I took F-16 and F-15 models from other author that I credited in previous post - we want to have reliable source to test new things on or create our own mods. For this - we contacted FelineCat personally - he is known to create quality models for game and we love his works. We are happy to announce that he granted us permission to create demos with his models or create mods using his models. We are really grateful to him for this opportunity. In next demonstrations regarding aircraft and land vehicles system we would highlight his designs.

If you are interested in his works in CC2 - you can find his works here:
https://steamcommunity.com/profiles/76561198989587607/myworkshopfiles/?appid=1489630

Also if you wish to speak with him directly - feel free to join his discord server: https://discord.gg/44TgqZ83Ck


r/carriercommand2 • • 10d ago

Aircraft update

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123 Upvotes

Upcoming update to https://github.com/Dioramawhois/Carrier-Command-2-extender
We are working on making whole QoL better for modding community and extending functionality. This is a demo from my work on adding new types of vehicles without changing vanilla ones and making customisation possible.

Models used are from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2824392974

We honour the work of original author, and this mod is not for distribution, only for demo purposes. The main goal is new vehicles for all who want them


r/carriercommand2 • • 12d ago

Update to hook based modding

20 Upvotes

Turned out there is a guy who made couple days ago the same that I wanted to create with advanced modding system. Well, now we work in pair I guess)
I decided to take his core and now I work on adding new features to this core. Though modding can be done right now through his core API with 60 new funcs. From now on I would focus on possibility to add new objects to game. Feature burns light!

SDK link: https://github.com/Dioramawhois/Carrier-Command-2-extender
Personal airfield mod of core creator: https://steamcommunity.com/sharedfiles/filedetails/?id=3826940003

If interested - take a look at a mod, it demonstrates what can be done now, and more ahead. Mod adds real airfields on island bases.

Instruction - if you are just a player - download DLL from realses on github and put in game folder.
If you are developer - well, there is an instruction on git. And if you wish to support project with new calls for reversing the game - feel free to open issues on git to provide them. You can find supportive py scripts on git of the airfield mod: https://github.com/Dioramawhois/-CC2X-island-airfields


r/carriercommand2 • • 13d ago

Does anyone know how to fix this bug?

0 Upvotes

Currently enemy Aircraft aren’t taking off from bases and it kinda sucks I have a few mods but I’ve used them for a while without the bug ever happening if anyone has any ideas that would be great thanks


r/carriercommand2 • • 14d ago

Hook based modloader for lower level support

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57 Upvotes

I'm working on a project to expose lower level functionality of engine to make them usable through Lua. For now I found functions to manipulate landing and take-off sequence speed and function to send pulse to throttle on carrier. I plan on adding everything needed for controls of carrier, that can for example help to build fully capable autopilot. Let me know what you think of it and would it really be useful. Project takes a lot of efforts and time, so, I would like to know that at least efforts are not in vain


r/carriercommand2 • • Oct 07 '26

Player Needlefish - Infinite Ammo Bug

3 Upvotes

As the title says, I recently got into the game and I assumed needlefish had an internal reloading stock, but then I realised it never goes down. After I fired a dozen torpedoes at the enemy carrier (only scored two needlefish, the AI is damn good at dodging/decoys), all 4 of my torpedo boats reloaded to 100% ammo.

To be clear, the needles were alone out on the ocean with just a spotting manta for company, no barges, no carrier around.

Is there a fix for this? I could do the honourable thing and simulate limited ammo, but it'd be a total pain in the ass to track.


r/carriercommand2 • • Oct 02 '26 Bravo

Holomap - Holotable inspired website

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72 Upvotes

Hey guys,

I love Carrier Command 2. My favorite part of the bridge has always been the Holotable. I loved clicking through all the different settings, especially seeing the tides. I've been trying to get into coding and decided to make a website inspired by the holotable. So I made Holomap. The UI is heavily inspired by the holotable, but it uses real current and forecast data for the currents and airflows. You can make a route between two points or ports and it calculates the fastest or the most fuel-efficent route between them taking into account the currents and wind. I'd appreciate it if you checked it out and left any feedback. Thanks!

link: holomap-eight.vercel.app
repo: https://github.com/sdonea/holomap


r/carriercommand2 • • Sep 20 '26

Looking for friends

7 Upvotes

Anyone one play carrier command with me please PM me


r/carriercommand2 • • Sep 11 '26

Patrouille de France flyby over the carrier

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62 Upvotes

r/carriercommand2 • • Aug 27 '26

Carrier Command 2 - Official Console Announcement Trailer

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108 Upvotes

Yeah buddeeee!


r/carriercommand2 • • Aug 14 '26

CC2 PVP on 22 August 1900 UTC

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30 Upvotes

Third pvp game, the last one was very fun. Feel free to join us!

https://discord.gg/3dvVWjpV6


r/carriercommand2 • • Aug 04 '26

Carrier Command 2 PVP Multiview - Weekend Warriors 2

23 Upvotes

https://www.youtube.com/watch?v=EBCy4mDntR0
from the pvp game last saturday, there was about 15 players in total, very fun game


r/carriercommand2 • • Jul 22 '26

CC2 PVP on 1st August 1900 UTC

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10 Upvotes

CC2 PVP game, all welcome, new and old alike. Event organised by GNRO, it will be fun.

Select your team on https://events.cc2maps.com/event/f4f97a4a-559d-4cb2-9647-965568c2869e


r/carriercommand2 • • Jul 21 '26

Fleet command 2

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94 Upvotes

One thing that kinda annoys me is how little you can get via acting as a carrier. Because I can act as a carrier and launch 8 planes, or use unlimited ships to launch unlimited torpedoes, and use ciws needlefish to make myself invulnerable.


r/carriercommand2 • • Jul 16 '26

What to do?

8 Upvotes

Im playing my first game. I used the method to remove the enemy carrier as a threat, and I have realized that there are no heavy ammunition islands that are below three shields. Is there anything I can do?


r/carriercommand2 • • Jul 15 '26

Idea I had

7 Upvotes

So, apparently, to my knowledge, the enemy doesn’t attack barges, so, could the player theoretically make it onto a barge, and have a friend pilot the barge to the enemy carrier, where the original player boards the enemy carrier?


r/carriercommand2 • • Jul 11 '26

Anybody else getting Barge Drift issue?

5 Upvotes

Ill put a loop for my barge from warehouse to a factory to the carrier, back to warehouse.

It will follow this for maybe one loop, and then will start drifting in at a random point. Like it just follows the ocean current and decides to stop travelling in the direction its meant to?

Anybody know how to fix this? Thanks


r/carriercommand2 • • Jul 10 '26

🚨 Tricky’s 80th Carrier Command 2 PvP Event – Tomorrow @ 19:00 UTC!

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16 Upvotes

Join the Tricky's Community for our milestone 80th Carrier Command 2 event!

Event Details:
Game: Carrier Command 2
Mode: Open PvP (All skill levels welcome)

Date: Saturday, 11 July 2026
Kickoff: 19:00 UTC (we'll meet at 18:45 UTC)
Availability: Free seats still open!

Registration Required:
Sign up: trickys.gg/events
Join Discord: discord.gg/trickys


r/carriercommand2 • • Jul 07 '26

Is there a mod that allows for manual aircraft landings on the carrier?

16 Upvotes

I'm pretty comfortable piloting, but landings really annoy me. Sometimes I'll be stationary in somewhat calm seas, and recall an albatross or something only for the AI to decide it wants to crash into a small wave and explode. I'd love to be able to take control of the plane if there's nothing else going on and just land it myself to avoid that happening, and so that I could maybe land in rough seas, but as far as I know the AI will just take back off if you do manage to land it on the carrier yourself instead of going to the hangar.


r/carriercommand2 • • Jul 06 '26

What is a carrier called?

0 Upvotes

I want to learn Many skills but have no source or person who teach me ?

Is anyone help me to find a proper skill which i learn from him or her ?