Carrier Command 2

Carrier Command 2

Assault Barge
25 Comments
Peregrine 14 Dec, 2024 @ 6:04am 
You're awesome! Thank you!
Bredroll  [author] 14 Dec, 2024 @ 5:17am 
Mini update, you can now drive a unit to the back of the barge and the barge autopilot still works
Sparzethin 16 Nov, 2024 @ 3:35am 
@Tactictard Correct. Barges still function as usual with logistics. This adds an extra front area for transporting land vehicles - Albeit, best to stick with maybe 2 or 3 max Unless you have someone dedicated "piloting" it (taking control of it instead of the barge being automatically moving). If you have someone driving it, then you can load a lot (I've seen 12 on there...but that was because we beached the barge both loading, and when unloading).
More than 2 and the barge starts getting "phantom" movement from the loaded land vehicles. Can sometimes end with barge spinning out of control, or being boosted all of a sudden to mach ludichris speed.
Tactictard 16 Nov, 2024 @ 2:28am 
This doesn't change anything about how the barge operates (like with logistics) other than the ability to put vehicles on it right? Was wondering as the description is somewhat lacking in that department.
Peregrine 18 Aug, 2024 @ 2:47pm 
Thank you for your hard work.

I find it best to use 1 or 2 units, would prefer 4 but cannot get MP lately, so in SP it's not worth the effort to catch it with 3 or 4 anymore, but I really appreciate the cage helping to keep the units aboard.

AP seems okay for A to B but not complex ashore ops.
Bredroll  [author] 18 Aug, 2024 @ 1:03am 
Drive in the front, it's now a lot harder to fall out but auto pilot doesn't work well
Peregrine 21 Jul, 2024 @ 8:31pm 
I see there has been a change... Are we now able to drive in from the back or do we still need to do it frontally? (Since the visual seems to indicate a stern ramp now, and there are no patch notes in the change log, but I'm super hyped to see how it performs now.)
EightHorse8357 3 Oct, 2023 @ 12:09am 
nice
Sparzethin 3 Jun, 2023 @ 4:16pm 
Works well with what you can do code wise. Thank you Bredroll :)
I hope devs change the barge code to be better suited for this mod so we don't have to balance where the units are. Maybe a quick thing is for devs to add a "hardpoint" kinda like petrels when they pick something up, and just make it 16 spots since can fit a lot of ground units on.
If they do so, one day I could see Petrels (with the cargo mod) helping to transfer cargo from barge to carrier to expedite the unloading (looking at you fuel....takes forever to unload 100 units)
George William Frederick 21 May, 2023 @ 9:52pm 
Units seem to fall off when the barge is moving
Thepizzanoboi 19 May, 2023 @ 1:12pm 
If someone made a modpack would you allow it this mod into it?
Peregrine 19 Mar, 2023 @ 1:19pm 
So far, the barge will try to get away from the AAC when I have tried that, but I'll give it another shot.

Thank you for the suggestion about the halfway point, and for making the LCU in the first place, your hard work is greatly appreciated.

I've been asking for something like this on the forum for a year, and this proves it's possible. I hope that it's successful.
Bredroll  [author] 19 Mar, 2023 @ 3:02am 
@Peregrine Hi. one way is to back the barge up against the side of the carrier. Then if you load units don't drive them past the half way point. The barge will then try to reverse to get away. It's not great but not much more we can do
Peregrine 18 Mar, 2023 @ 10:29pm 
Is there a way for the barge to be held in place during loading for SP? I do not regularly get to play MP, and at the moment I'm having a hell of a time trying to get this thing to load even 2 units.

The hump is hard to get over unless you are aligned pretty well and I've had units get completely stuck on the bow, unable to board or escape, though, unfortunately, they are always thrown clear and the boarding must start again, though the Barge will run away pretty impressively fast.

For MP, I can see how this unit is awesome and game changing, but for SP, it doesn't offer much vs the Petrel due to how difficult and time consuming it is to load the transport and then the transit time to target unfortunately.

I'd like to see the mod succeed, and I thank you for your efforts so far. Is there anything I can help with to help you?
Bredroll  [author] 17 Mar, 2023 @ 11:06am 
Works with the latest update!
Meme Rights Activist 16 Mar, 2023 @ 7:43am 
Someone play Flight of The Valkyries over this video
Peregrine 8 Mar, 2023 @ 11:07am 
On that note.

I wonder if it's possible to "Hook" the units like the Petrel or AAC does so they would stay in place?
Pahndoomack 21 Feb, 2023 @ 9:44pm 
This is awesome, landing ships should've been included in the base game to help with how long it takes to transport to and from the CV.
FelineCat 20 Feb, 2023 @ 2:39am 
Nice mod!!!!!!
Lucenttree977 19 Feb, 2023 @ 11:03am 
time to recreate WW2
Bredroll  [author] 19 Feb, 2023 @ 6:46am 
Updated today, you are now less likely to lose units as the barge travels, things are kind-of held in place on deck. It's still quite hard to get more than one unit on the barge as a single player but with some persistence you can get 4 onboard before it runs away.

In multi player this becomes a real killer mod, have someone hold the barge still in the driving seat while you embark everything your landing force needs (mule, ciws, bear, virus bots etc)
Bredroll  [author] 18 Feb, 2023 @ 5:35pm 
Slight update, The Barge steering position is now from the little "box" on the starboard side near the stern, and I've added a stern light.

There is now a "ramp" that you can drive up and onto the deck, it looks less silly than before and works well
Bredroll  [author] 17 Feb, 2023 @ 7:51am 
I've been thinking about how to make this more like actually carrying the vehicles rather than sweeping them along like toys behind a broom.

One idea would be to properly mod the barge structure and make it so that vehicles drive over a bump to a higher area. But I've not done that amount of 3d before
Ribbons0121R121 14 Feb, 2023 @ 1:21pm 
i feel like theres a better way to do this proper but for now this a great step in the right direction, love it
Django 14 Feb, 2023 @ 11:26am 
Pleasantly surprised at how well this works - was able to embark 4 vehicles with plenty of room to spare on a single barge, then sailed it to a three shield island I'd already cleared the aircraft from, disembark manually, land the vehicles and establish a beachhead.

Notes:

Vehicles will end up piled up like toys at the back of the barge once it gets under way, but will generally self-right themselves under manual control when you want to disembark.

The barge will start to drift slowly forwards as soon as something drives aboard, probably trying to avoid colliding it. Note the barge is invisible from the inside.

Consider having a Petrel with extra fuel tanks nearby to pick up any vehicles thrown clear of the barge during the voyage.

I had a CIWS Needlefish giving anti-IR Missile cover over the beach and it worked surprisingly well, this mod definitely unlocks more potential in many units.