Carrier Command 2

Carrier Command 2

Best Carrier Command 2 Mods Integrated
74 Comments
kittyboi 14 Mar @ 3:04pm 
for some reason in the intro when starting campaign the screen with transmission thingy has some 'carrier' and 'select' things and none of them are responding and it makes it unable to receive transmission and continue
CrazyLegoMan 1 Sep, 2024 @ 5:09am 
Cool How would i do that?
sgtobliterator  [author] 31 Aug, 2024 @ 7:30pm 
@CrazyLegoMan Which is why this is a modpack, it combines mods that are previously incompatible with each other because they modify the same file, and allows them to work together. This is a limitation of the game and not the modpack, feel free to make your own deviation of this with whatever other mods you want.
CrazyLegoMan 31 Aug, 2024 @ 7:13pm 
This Makes Everything else incompatible :<
sgtobliterator  [author] 13 Jul, 2024 @ 2:09pm 
Yeah you really could, like passing the torch to you lol. I got it from rhimens now im giving to you. Seriously tho I'd fully endorse you if you did, and If you needed any help with it I'd be happy to.
KAPbl4 13 Jul, 2024 @ 12:30pm 
Okay. It's time to make a similar mod integration project myself, I suppose.
sgtobliterator  [author] 13 Jul, 2024 @ 8:15am 
I'm going to be honest, I don't play this game really anymore, maybe if I get back into it I will update it but I don't see that happening anytime soon, sorry man. As for the current bug with the campaign menu if that is what you are referring to, just start up a custom game and set the teams to 1, starting islands to 1, starting stuff to default, and tutorial to how you want it, this mimics the campaign like 1:1 as far as I know. Sorry again man but I just don't play this game enough to justify work on it.
KAPbl4 13 Jul, 2024 @ 5:11am 
Any news on possible update?
sgtobliterator  [author] 7 Jul, 2024 @ 6:36pm 
np
Chabaka-Sayka 5 Jul, 2024 @ 1:02am 
ty for the instructions
sgtobliterator  [author] 4 Jul, 2024 @ 4:15pm 
@Chabaka-Sayka, you are able to do it yourself, find your steamapps folder that is on the same drive as the game, should be something like E:\SteamLibrary\steamapps or C:\Program Files (x86)\Steam\steamapps. Then workshop\content\1489630\3125589698. once you are there go to content\audio and delete the 3 bridge_alarm files

@EgoistCat it should be compatible as long as it doesnt change any vehicle chassis, weapons, or scripts. If it does please let me know
EgoistCat 4 Jul, 2024 @ 11:49am 
Hi is this compatible with any of the island adjustment mods? Thanks
Chabaka-Sayka 30 Jun, 2024 @ 12:26am 
Can you, please, do version without Alien Alarm mod? Or can i disable it by myself and how?
Acey 20 Jun, 2024 @ 6:22am 
Alright thank you
sgtobliterator  [author] 8 Jun, 2024 @ 4:13pm 
@Acey there is no version with turbo barges but I can make one soon
@Shade was planning on adding that but I just haven't gotten to it yet, I've been occupied with other games way more. I will add it soon.
Shade 8 Jun, 2024 @ 6:08am 
Would you consider adding higher resolution UI?
Acey 8 Jun, 2024 @ 5:00am 
Is there a version that has turbo barges?
Clutchwolf 18 May, 2024 @ 6:27pm 
I am still having the same issue as below with getting stuck on the new campaign and being unable to fly down to the carrier.
Captain right huevo 21 Apr, 2024 @ 5:29am 
yea thats ok man take your time, just letting you know. Great mod!
sgtobliterator  [author] 18 Apr, 2024 @ 4:24pm 
@Captain right huevo, I'm pretty sure what mod is causing this, Revolution, but I'll have to test this this weekend along with updating it and adding another mod, for now what you can do is start a new custom game with the standard starting equipment, and all the other standard settings. This should make it, to my knowledge, the exact same as the campaign just without the starting space scene and drop scene. I'll work on this and get back with you, thank you for trying the mod and the feedback.
Captain right huevo 18 Apr, 2024 @ 3:37pm 
Hello, when i go to start a new campaign, in the spaceship the screen displays change ship and i cant play the transmission to move on. when disabling this mod it works fine.
sgtobliterator  [author] 16 Apr, 2024 @ 6:43pm 
sorry for the late response, I can get to it this weekend
ImagineWagons3 11 Apr, 2024 @ 4:50pm 
Can you update Revolution to its latest version 1.2. thank you
Some Quiet Dude 5 Apr, 2024 @ 10:46pm 
Thanks for the mention, I came by to grab the files to make another version and just noticed.

Figured I'd drop it here just in case you wanted to share it too.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3213832044

I took the virus bots off the petrel but left the combat drones/supply slot. Also changed the wind sound.
sgtobliterator  [author] 31 Mar, 2024 @ 6:56pm 
I have no idea how to fix that because that would be on the Revolution mod's side. Revolution is the only one that modifies those files and nothing else I added changed those, so it might just be an issue with Revolution
TheFlyingGamer 31 Mar, 2024 @ 5:46pm 
Actually it does look like there's some weird display issues going on with where the carrier is on the tablet if you could take a look at it, but you can still transfer between them.
TheFlyingGamer 31 Mar, 2024 @ 5:37pm 
Nevermind, it seems like it was just being weird.
TheFlyingGamer 31 Mar, 2024 @ 5:33pm 
I should note that I was using the one without shearwater petrel in the pack.
TheFlyingGamer 31 Mar, 2024 @ 5:32pm 
@sgtobliterator I just found a bug with the modpack. In the basegame when you have multiple carriers you can switch between them by clicking on them with the little tablet map. The modpack seems to disable this ability. Any chance you could take a look?
Some Quiet Dude 31 Mar, 2024 @ 4:22pm 
Nice.
sgtobliterator  [author] 31 Mar, 2024 @ 4:20pm 
Yeah sure go for it, as long as I get at least a mention I don't care lol
Some Quiet Dude 31 Mar, 2024 @ 3:59pm 
So I removed the bots and changed the pylon slots on the petrel as well as change the sound for the wind, couldn't stand the whistling whilst on the bridge lol.

Do you care if I upload my tweaks publicly? I'll credit you and the guy I got the wind from.
Some Quiet Dude 31 Mar, 2024 @ 2:03pm 
Went with the second option, thanks for the heads up.
sgtobliterator  [author] 31 Mar, 2024 @ 1:41pm 
Oh yeah so this modpack also modifies the inner 2 pylons for the petrel, if you don't want that you can go to the No Shearwater version of this mod then copy it over and do the exact same thing.

Or you could just change the attachment "left_2" and "right_2" to "type="3"" instead of "type="7""
Some Quiet Dude 31 Mar, 2024 @ 1:32pm 
Seems to be working, gotta find a petrel to be sure but everything else is working. Thanks for the help.
Some Quiet Dude 31 Mar, 2024 @ 1:03pm 
Gotcha, good lookin out.
sgtobliterator  [author] 31 Mar, 2024 @ 12:57pm 
oh also @Some Quiet Dude, when you go to enable the mod in game make sure you scroll all the way down in the mods list and then enable the local mod that you created.
Some Quiet Dude 31 Mar, 2024 @ 12:28pm 
Nice, thank you.
sgtobliterator  [author] 31 Mar, 2024 @ 12:24pm 
The comment was split into two parts because of steam's character limit, read it top down
sgtobliterator  [author] 31 Mar, 2024 @ 12:23pm 
If you're willing to edit the file that would be ideal. What I would recommend doing is making your own mod folder then copping the contents of this mod into the mod folder you make, then editing it from there. This would prevent it form undoing your change every time I update this mod. You can follow this link on how to make your own mod folder.

https://geometa.co.uk/wiki/carrier_command_2/view/modification_development#:~:text=To%20begin%20creating%20a%20mod,it%20doesn%27t%20already%20exist .

If you are having trouble getting to the "C:\Users\*Your User*\AppData\Roaming\Carrier Command 2" folder hit Win + R then type in "%appdata%", then naviate to Carrier Command 2
sgtobliterator  [author] 31 Mar, 2024 @ 12:23pm 
Make the "mods" folder, then make a folder for your mod, name it whatever, then copy the contents of this mod, which can be found in your install drive for the game, your steam folder, then this file path: "\steamapps\workshop\content\1489630\3125589698".

Go into "\content\game_objects" then edit the "vehicle_chassis_rotor_heavy" file with notepad or whatever editing thing you want to use such as Notepad++ or Visual Studio Code. All you have to do is find line 146, if you cant see the line number hit Ctrl + F and type in "attachment_back_mid", change the "type="1"" to "type="0"", then make sure you save it with Ctrl + S.

If you need any help feel free to let me know, I'm not the best at explaining stuff so I understand if that was a bit confusing
Some Quiet Dude 31 Mar, 2024 @ 12:07pm 
Thanks for the fast response. Manta not having awacs is great, helps balance the albatross.

I'm sure you get enough requests as is but would it be possible to have it so petrels can't use bots? Alternatively, if all I have to so is delete a line somewhere I'm willing to dig for it.
sgtobliterator  [author] 31 Mar, 2024 @ 11:58am 
This pack has a petrel that can deploy bots in the rear attachment slot, replacing one countermeasure slot out of the 3. The front camera is kept the same. I didn't like Just A Few Hardpoints More changed the camera slot into a bot/observation camera slot so I changed that slot back to a camera and like I said the rear attachment slot is now a virus bot slot, which includes the 20/30 mm ground turret and the observation camera.

The manta does not have AWACS and is replaced by a weapon pylon.
Some Quiet Dude 31 Mar, 2024 @ 11:52am 
Does this pack have vanilla petrels (can't deploy bots) and manta without awacs?

I have only seen one pack do this and have been looking for another.
TheFlyingGamer 31 Mar, 2024 @ 11:01am 
Thank you, will do!
sgtobliterator  [author] 31 Mar, 2024 @ 11:00am 
No problem, I was already planning to do some revisions to the mod today so I just added that on top, hope you enjoy it. If you want anything else changed feel free to let me know and I'll see what I can do.
TheFlyingGamer 31 Mar, 2024 @ 10:57am 
Holy shit @sgtoblietator! I didn't expect you to get back with a version for that so fast. Very much appreciated :slimehappy:
sgtobliterator  [author] 31 Mar, 2024 @ 10:36am 
@TheFlyingGamer The version was added heres the link and 2 other versions are in the description of this mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3208083858

@JuggernautOfWar @Bright1266 Battle Carrier Refit was added to all versions of the mod, thank you.

@Zulu I didn't see any problems with the mod so it might be on your side, but I will do more testing on it, if anyone else has problems similar to this please let me know

@Ed Strider, I don't care for that mod so I put it into a different version of the mod, heres the link.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3208083128&searchtext=
TheFlyingGamer 30 Mar, 2024 @ 2:46pm 
Would it be possible to make a version without the Shearwater Petrel mod? Me and some friends are playing with the pack and we love it, but the Shearwater Petrel mod is detrimental for us.
sgtobliterator  [author] 27 Mar, 2024 @ 5:10pm 
@JuggernautOfWar, originally when I first started making this mod I planned to have both Combat Carrier and VLS, however after testing I realized they were incompatible together and the author of both mods had said the same thing. I'm going on spring break starting this Friday and I'll have time to fully get the mod updated and add new mods, including the mods the people below and updating Revolution. I'll attempt to see if I can get Combat Carrier and VLS to work and if I can I'll definitely do that. As for the Battle Carrier Refit it's the same boat where I'll have to just see if it will work, but my suspicion is that the three mods at the very minimum are incompatible.