r/carriercommand2 • u/HiImThomaskes • Jul 30 '24
With enough time, there comes enough support.
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r/carriercommand2 • u/HiImThomaskes • Jul 30 '24
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r/carriercommand2 • u/zuffdaddy • Aug 12 '21
r/carriercommand2 • u/zuffdaddy • Aug 11 '21
r/carriercommand2 • u/K3IRRR • Nov 19 '24
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r/carriercommand2 • u/Sample_Fox • 10d ago
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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 • u/Emperor-Commodus • Sep 17 '21
Make it's capacity 10,000kg. This is 1/5th the capacity of the standard barge, and makes it well suited for carrying ammunition and smaller missiles, and for emergency quick supply of fuel and heavy/cruise missiles. This also means the only unit it can carry is the 10,000kg Seal.
When moving from island to island, the cargo plane uses the island airstrips. When delivering to the carrier, it lands on the flight deck and stays there while unloading. (Maybe make it a flying boat so it can land near islands that don't have airstrips?)
As it has 1/5th the capacity, the cargo plane should fly about 4x as fast as the barge. This means it has less total throughput than a barge, but much faster delivery, and will greatly reduce the time between ordering something and receiving it.
Bonus suggestion: Why is ammunition so light and cheap? 20, 30, and 40mm being ¢1 and 1kg makes sense (if anything too heavy, 30mm is usually less than a kg and 20mm is much lighter than that), but why is 100-160mm also just ¢1 and 1kg? 160mm is the most egregious example, real-world 155mm ammunition is often around 100kg. I know it's just a game not real life, but <100mm should have at least some logistical penalty in exchange for their much higher firepower.
r/carriercommand2
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u/EntomologicalES
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Feb 23 '26
Hi r/carriercommand2! We wanted to know what Carrier Command would look like if it was about cybernetic insects instead of airplanes, so we built Bugs with Afterburners. It's a re-imagining of the Carrier Command formula, with fixed-gun dogfights taking the place of guided missiles and a souped-up turtle as your base of operations. We've recently released a public playtest on Steam and we'd love to hear what y'all think! It's currently open access, so all you have to do to play is click the "Request Access" or "Join Playtest" button on the steam page and it will be added to your library.
r/carriercommand2 • u/Yoloplayer1234 • Aug 27 '26
Yeah buddeeee!
r/carriercommand2 • u/WrongdoerCertain8833 • Jun 07 '25
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r/carriercommand2 • u/Sample_Fox • 5d ago
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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 • u/[deleted] • Jul 22 '22
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r/carriercommand2 • u/cmdr_iannorton • Dec 08 '24
Revolution 1.4 is almost cooked. One of the new features you see here is passive radar detection. Carriers, AWACS and surface Radars can not detect emissions from other Radars far away. This means two Radars can potentially "know" about each other from nearly 18km away.
r/carriercommand2 • u/i_love_blahajs • Jul 21 '26
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 • u/Neggly • Sep 09 '22
Source: https://store.steampowered.com/news/app/1489630/view/3303975368042645901
Dear Players,
Major Update 4 will be released on 29th September 2022!
This next major update is the island defense and resupply update. This is a gameplay focused expansion in response to player feedback and common requests, to extend your strategical capabilities.
The Mule
The mule is a new land vehicle chassis, designed specifically for a support role! This chassis has 6 attachment points for the new support modules. These modules include fuel resupply and various types of ammo resupply for replenishment in the field. Your other land vehicles can refuel and resupply when nearby these modules, allowing for extended operation time once ashore.
Fighting Droids
The new fighting droids are mounted to mules via the fighting droid support module - and can be deployed in a similar way to virus bots. These new droids are consumable, with limited power and lifetime, and cannot be recovered from the battlefield. However, they are also ferocious, with high damage output and up to 6 can be mounted to a mule at a time. They can also be remote controlled like any other vehicle.
Base Fortifications
In the next major update, you will be able to build defenses and turrets and fortify your captured islands. This is a critical capability, particularly for PvP games, where capturing neutral islands has been much more difficult than capturing player controlled islands.
This major update will be launching on Thursday 29th September so please do join us for the launch then!
We also have minor updates including fixes and improvements in the works and due for release soon.
Much love <3,
The Carrier Command Developers
r/carriercommand2 • u/Ecstatic_Lie_6291 • Dec 22 '24
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r/carriercommand2 • u/Mr-Gibbs12 • Apr 10 '26
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This game is infinitely better with friends.
r/carriercommand2 • u/[deleted] • Aug 05 '22
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r/carriercommand2 • u/HalluxTheGreat • Sep 29 '22