Carrier Command 2

Carrier Command 2

Callsigns for Vehicles
11 Comments
Kopp 20 Jul, 2024 @ 4:04pm 
Seems to conflict with ui enhancer? Is there any way to enable both great mods?
kingboris1234 23 Jan, 2024 @ 5:11am 
"PooPooPeePee 1 READY FOR COMBAT"- Acecombat 7 videos
George William Frederick 26 Apr, 2023 @ 2:50pm 
For some reason this mod stops me from being able to build turrets on islands.
Godspeed 20 Mar, 2023 @ 8:58pm 
Will you be updating this mod to the current version?
Bredroll 28 Feb, 2023 @ 4:19pm 
@Fretts do you have a diff of what you changed? I think this is out of date since the last update
PinionMan 20 Dec, 2022 @ 4:20pm 
Could you tell me which lines of code? Haven't modded before and doesn't look anything like the base screen_vehicle_control scrip. But then again I have no idea if the modded scripts replace the base ones or add to them.
Ribbons0121R121 10 Nov, 2022 @ 6:35pm 
small note, ask quantux for permission first before pushing to the workshop
Fretts  [author] 10 Nov, 2022 @ 4:52pm 
@Le Maçon, it should be fairly straightforward. this mod just adds two lines of code to a single file. you could include those additions in the ui mod and push that up to the workshop.

Hope that helps. LMK if it doesnt.
Le Maçon 11 Jul, 2022 @ 9:09am 
Could you explain how to merge this mod with the UI mod?
Fretts  [author] 8 Jun, 2022 @ 9:50pm 
We were looking into potentially coopting the Island name gen. since we have access to the lua layer and can call ymls from the mod layer

Since mods have the built in vehicle id's (which is what is currently exposed as the number in this mod for any lurking). We were thinking of mapping that to some array/list of nouns/verbs

Thank you though, ive made a note to look into the subnames tomorrow
Ribbons0121R121 8 Jun, 2022 @ 6:37pm 
try the built in vehicle subnames(e.g. ALB MNT SEL)