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Ships

Every product on CommsLink is designed and shipped to production by an AI — live, most days. This is the raw record, generated straight from the commit history. No hand-picking, no polish: 2,361 ships and counting.

Reading this as an AI or a script? The complete record fits in a single request: /changelog.txt (all 2,361 ships, plain text) or /changelog.json (structured). This page shows 100 at a time.
All · 2,361CommsLink Chat · 686Carrier00 · 581Platform · 559Atlas · 272CommsLink Markets · 125Landing · 78AI-vertizing · 22Virtual Office · 14Terminal Agent · 14ai-npc · 6Forum · 3CommsLink Sounds · 1
Jun 20, 2026
Carrier001fbfe64d

Contrails are now thin vapor LINE strips off the wingtips (always-on, not just in turns), no center exhaust on your own plane in 3rd person; water is more saturated tropical turquoise + much fainter wave-overlay (de-milked)

Carrier000ef764ed

Cleaner contrails — thin lines from the wingtips + a small exhaust puff from the tail (was a big puff dead in front of the nose obscuring the plane, esp. the bomber)

Carrier00498586ab

FIX starved particles — city black-smoke (cap 340) shared the puff pool and blocked contrails+carrier wake (puff cap 280). City smoke now capped at 220 (below puff), puff budget raised to 600 → contrails + bow-wave/engine wake always have room

Carrier00cc3ba8b0

Carrier bow-wave + engine wake now ALWAYS show (gentle at anchor, big underway) and lifted clear of the sea so they're not at the waterline; remove debug counter

Carrier00e3d60820

Planes now ALWAYS leave a contrail while flying (was only on hard turns/boost, so normal flight showed nothing) + easier turn-trail threshold

Carrier00bbe848af

Carrier00 sphere: counter now shows nearest-puff distance to pinpoint whether particles are by you (draw bug) or spawning far

Carrier004dd111fe

Carrier00 sphere: ocean waves dip inward so sea-level effects (wake/spray) aren't sealed inside the ocean ball; add live particle counter (bottom-right) to diagnose contrails

Carrier00dfa2c2c2

Carrier00 sphere: fix leftover ENEMY CARRIER label projecting on the horizon in MP (skip hidden carriers, not just dead) — confirms MP connected, ship already retired

Carrier0089fb5c1b

Carrier00 sphere: reconnect MP on the default path (iframe gets the sphere param via the reliable reload path — fixes enemy carrier showing + missing remote players/contrails); clouds now ride the sky instead of bending onto the globe

Jun 19, 2026
Carrier00f174aee7

The world is now a SPHERE by default on the live game (commslink.net/carrier00). ?flat or ?sphere=0 falls back to the flat map; ?sphere=N tunes radius

Carrier002e8849d8

Carrier00 sphere: restore the scrolling wave LINES on the sea (stripe overlay shell wrapped on the globe, day/night faded); default sphere size 25k on the page too

Carrier00a851229b

Carrier00 sphere quality: default world size 25k; sea now has the choppy low-poly wave bumps + flatShading (high-res so hulls/cities don't float above sagging facets); rain falls along local down (toward the core), not sideways

Carrier009c4184dc

Carrier00 sphere: carrier-only upside-down fixed — restore objects' exact Euler (not quaternion) in the render wrap. Restoring the quat re-derives a gimbal-flipped Euler for the carrier's 180deg yaw, which its per-frame rotation.z bob locked in as inverted. Other ships set quat each frame so they self-healed

Carrier00e0353f66

Carrier00 sphere: fix carrier-upside-down — it was a lookAt() degeneracy (up parallel to view dir when on/over the carrier flips the view). Camera now uses the same Q·flatQuat rotation as every object: consistent, no degeneracy

Carrier00ad62d1df

Carrier00 sphere: fix the core handedness bug — position map was a reflection while orientation was a rotation (lat now uses -z) so the WHOLE transform is one consistent right-handed rotation; every object now faces its motion. Sphere sea given its own bright aqua+emissive material so the unlit half isn't dark

Carrier00d291128e

Carrier00 sphere: rebuild camera in sphere space (eye->globe, look at mapped target, up=surface normal) — fixes rotated controls + level horizon; objects keep right-handed bend

Carrier00fd91ec5a

Carrier00 sphere fix: tangent-frame basis was left-handed (reflection) → garbage object orientations ('trippy'); now built with a right-handed cross product so objects stand upright on the globe

Carrier003d67f612

Experimental spherical world — the REAL game (all logic/flight/graphics unchanged) render-wrapped onto a globe, opt-in via /carrier00?sphere=<radius>; live flat game untouched without the flag

Platformae6b7d08

Sphere prototype v3: the REAL game map on the globe — actual 12-island layout (seed 1337) projected + spread to planet scale, with live ownership from the DB (puppy + 2 AI bots' cities, blue=you/red=AI)

Platformce76fbc1

Sphere prototype v2: all-water globe with 64 little scattered islands (the foundation spots, each with a cement slab + city); orbit altitude raised much higher + faster climb so you really leave the surface

Carrier00ebcc52e0

Standalone spherical-planet prototype at /sphere-proto.html (offline experiment — not part of the game/MP) to evaluate surface navigability + climbing to orbit, toward the future orbit goal

Carrier00c9c27fb0

Carrier00 wave 2: visible sun disk + halo that arcs across the sky and warms/reddens at the horizon (the directional light already tracked it; now you can see the sun set)

Carrier00f34f0f6d

Carrier00 wave 1: deep explosion sound (no bounce); FF7 tropical aqua water; fishing boats 2/3 size; building repair slowed to ~1h/stage; jets get auto landing gear + tall swept tails; foundation gets cement-block face + a timber pier

Carrier00eb2e57b4

Carrier00 batch 2b: heli landing pads — warship decks (subs now scaled x4, destroyers/battleships) + building rooftops; a heli hovers low+slow over a pad to set down (rides a moving ship), F to lift off; view your city from a rooftop

Carrier002cddbef4

Carrier00 batch 2a: destroyer guided missiles + battleship heavy salvo (long range/reload, loud bang); burning-city spectacle (white smoke 20%, black tower+fire+ember glow 50%); buildings survive hits + Command Center repair crews (server tickRepair + 3 visible welders)

Carrier008bebfdd2

Carrier00 batch 1/2: strafe fix, calm cockpit prop, warships circle island, Tab/T orders on foot, 20 plane slots, warship night windows, restored planes reload airborne

Carrier00e00353a

Batch: carrier A/D strafe un-swapped; cockpit prop spins slow (no blur); destroyers/warships now CIRCLE their island smoothly (tangential lead, fixes jitter+straight-line patrol); Tab lock + T orders work on foot/deck (lock box shows out of cockpit); 20 parking slots; warship superstructure windows lit at night; restored airborne planes reload already in the air (no runway roll)

Carrier0049f46930

Enemy/bot carriers shoot back (AA at your planes); patrol fighters auto-engage enemy carriers/planes in a wide radius

Carrier001c4a9a3

Enemy carriers (incl bots like Reaper) now AA-fire at your nearby planes (firePeerAA); patrol fighters auto-engage any enemy (planes OR carriers) within a much wider radius (550, was 220) so docked enemy carriers get attacked

Carrier002eb22fa6

Rain = line streaks (smoother, cheaper, no waves); fix carrier-FULL-but-empty (free dead planes' parking slots) + persist only living planes

Carrier00c6c037b

Rain reworked: thin slanted line streaks instead of blocky squares, varied speed + random recycle (no falling 'waves'), fewer + cheaper (no transparent-square overdraw → better FPS). FIX carrier 'full' bug: free the parking slot of any shot-down plane (dead planes were permanently occupying the deck → shop FULL with an empty deck); persist only LIVING planes

Carrier0042a4c3fb

Warships engage planes at altitude + longer gun range + shell nearby enemy fishing boats (less passive patrollers)

Carrier00f9c54ab

Warships less passive: AA ceiling raised (engage planes up to 220m alt, not just wave-skimmers <60m) + longer gun range (BB 360 / DD 300); patrolling warships now also shell enemy fishing boats that come within gun range

Carrier0077b532bd

No-store on /carrier00 page (was cached 1yr → stale build broke the MP auth handshake for returning players)

Carrier0040b1d8ae

Tighter fishing grounds + active AI boat raids; race-proof MP auth handshake + OFFLINE indicator (fix friend stuck in single-player)

Carrier0096e2a2b

Fishing fix + MP connect robustness: tighter fishing-ground band (no more sprawl); AI bots actively raid everyone's fishing boats on a cadence + client logs 'boats raided'; bulletproof auth handshake (game requests creds from the page until connected) + OFFLINE indicator so you know if you're not in the shared world

Carrier000e2b47b8

Carrier00 page: answer the game's credential-request handshake (race-proof auth so MP always connects)

Carrier00bb8c3ad2

Fishing-boat cockpit window, flush deck-square lights, Shift sprint, analogue rifle ammo, x5/x6 warships, props on landed planes + spin during takeoff

Carrier00bf73ddc

Lit cockpit window on fishing boats (instead of top circle); carrier runway lights = flush deck squares; Left-Shift sprint on foot; analogue rifle ammo (yellow round strip on the gun, removed the number text); destroyers x5 + battleships x6 (bigger hit radius); props show on landed planes + spin during the takeoff roll (not just airborne)

Carrier00e738b854

Carrier00 UI/econ: ADS crosshair, no HP bars, lockable fishing boats (+bot raids), offline-persistent survival rank, shorter slower props, always-on windows, bottom menu bar + ESC controls, no shop btn, x10 boats

Carrier001894e21

UI/economy batch: right-click ADS crosshair; removed carrier HP bars; fishing boats lockable+killable by anyone (+bots raid them); leaderboard ranks carriers even while OFFLINE (drops off only when sunk); props 50% shorter + half spin; building windows always show (lit only at night); bottom-center RuneScape menu bar; Controls list in ESC; removed top-right Shop button; fishing boats scaled x10

Carrier00eb6d00fa

Population-driven income (boats→food→pop→tax), pop+boats resource bar, reworked income HUD (no B:shop), chat combat log, clean center view

Carrier00af50284

Population economy: income = population × tax; pop grows toward what fishing-boat food supports (raid boats → starve pop → income falls); residence = +5 boats +100 pop cap (persistent, server-driven). Top resource bar shows Population + Boats. Reworked income HUD (+X/tick), removed 'B: shop' everywhere. Chat doubles as a kill/death combat log. Removed center-screen walk instructions (kept urgent prompts; controls legend stays bottom-right)

Carrier0004015a39

Fishing-boat resource bar + spread-out fishing grounds + auto-produce/buy; warships patrol home-city rings; grandfather existing cities to full fleet

Carrier004d2c46f

Fishing economy + ship patrols: boats fish FURTHER out the more you have (spread = exposure → make peace or conquer); top AOE-style resource bar (have/required, red flash on loss); free auto-production +1/5min + buy from B menu; warships patrol their HOME CITY in rings (battleship inner, destroyer mid, sub outer), engaging enemies that come near

Carrier001904d4d7

Fishing boats fully persistent + server-authoritative (carrier00_world), shared + raidable across clients, survive relog; AI cities restock

Carrier00ab7a3d5

Fishing boats now PERSISTENT + server-authoritative: boat count lives in carrier00_world (per island), survives relog/restart, shared by all clients (deterministic positions). Owner builds via boat_build (credits client-side); raiders sink via boat_hit (synced decrement). AI cities restock slowly server-side. foodRatio reads the persistent count

Carrier0007471537

Carrier00 economy fix: fishing no longer craters city tax (>=70% floor), full tax per tick, honest HUD, cheap fast boats

Carrier0085c62b8

Fix economy: fishing change had cratered income — soften starvation penalty (housing always pays >=70%, was 30%), full city tax per tick (drop the 0.5 halving), honest HUD (+25000+income, was overstated +50000), cheaper fast-refilling boats (1500) so tax recovers

Carrier00205f6296

Chat tabs+whisper+leaderboard, carrier rank labels, spread+labeled fishing boats, relaxed roll-flight

Carrier00c9bd258

Chat overhaul (tabs global/local/ally + click-to-whisper + always-on transparent input); top-left survival leaderboard; carriers labeled by survival RANK (become 00); fishing boats spread far out + 'Fishing Boat' diplo-colored labels; roll-mode flight self-centering relaxed for wide banked turns

Carrier008c7d5db3

Carrier00 fixes: real-pilots-only stand by planes, heading-up navigation minimap, fainter landing lights, right-click ADS, default first-person

Carrier00f920e75

Fixes: pilots only for real roster pilots who landed their own plane; top-right is a heading-up navigation MINIMAP (not radar; radar stays the bridge table); fainter landing lights; right-click ADS zoom; default to first-person on deck/foot

Carrier002c119439

Carrier00 iter: rare purple lightning, ESC flight-control settings (roll/aim), Tab lock, city fishing fleet, AI pilots by planes, fixed props, top-right minimap, stars, plane lights + carrier radar dish, taller buildings

Carrier00cc00966

Iter batch: rare dramatic purple lightning + visible bolt; ESC settings w/ flight-control modes (roll/aim); Tab lock; city fishing fleet (food->tax, warm lights, raidable); AI pilots stand by landed planes; fixed props (jet 1x3-blade, bomber 2x4-blade); top-right circular minimap; night stars; plane landing lights + rotating carrier radar dish+beacon; buildings +50% taller

Carrier009f8720b1

Carrier00 #13: MMO global chat + destruction logs (bottom-left, Enter), captains-online panel (U) ranked by survival streak; server roster/chat/log relays

Carrier006c378f7

#13 MMO UI: global chat (bottom-left, Enter to talk) + destruction logs, captains-online panel (U) ranked by survival streak

Carrier003ac44817

Carrier00 #12: shared real-clock day/night (5/10/5 + 20 night), phased moon, puffy clouds, rain+lightning, sky-reflecting water

Carrier005782ff9

#12 Sky/weather world: 40-min cycle (5 sunrise/10 day/5 sunset/20 night) from REAL clock so day-night+weather are shared by all players; phased moon (30-night), drifting puffy clouds, rain+lightning (damages your units), sky-reflecting water, O=+5min preview

Carrier005e74d0d5

Carrier00 #7: visible repair-crew engineers (vest/hat/wrench) repair+refuel damaged planes, repair bay by the tower, shootable deck planes+crew

Carrier006cba3dd

#7 Repair crew: yellow vest/hard-hat/wrench engineers walk the deck repairing+refuelling damaged planes; damaged returners towed to a repair bay in front of the tower (wings un-shear); parked planes + engineers + deck pilots shootable by enemy ordnance

Carrier0056d80d8b

Carrier00 batch: FPV foot+rifle+jump+deck-rifle, kamikaze(Z), strong AoE bombs, PlanetSide flight+prop, radar shapes, map own-units+hover, fix jet endless-fire, 2min tick, carrier-shore collision

Carrier0067e6907

Rifle also usable in first-person on deck (shared rifleTick)

Carrier00213db61

Batch: FPV-only foot+rifle+jump, kamikaze (Z), strong AoE bombs, PlanetSide flight (mouse roll/A-D rudder/Q-E roll/Shift boost)+prop, radar shapes, map=own-units+hover coords, fix jet endless-fire, 2min tick, carrier-shore collision

Carrier005666dd42

On-foot ashore + swimming + land on city runway + walk to Command HQ + quality runway/streets

Carrier0056cb01e

On-foot ashore + swimming + land on a proper city runway + walk to HQ

Carrier0013e6e8a0

AI carriers stand off + survive, coastal guns, full city-destruction cleanup + smoke/burn, Foundation rename

Carrier00cd06658

Carriers stand off + survive; coastal guns; city-destruction cleanup + smoke/burn; rename dock->Foundation

Carrier00adca444f

Persistent carriers — attackable + sinkable + defended while offline; owner reconciles/respawns on login

Carrier006461323

Persistent carriers: attackable + sinkable while offline (hardcore model)

Carrier000d815a61

Persist air deployment (patrolling wingmen stay up), carrier heading, crew XP, bought aircraft

Carrier008f7d334

Persist air deployment + carrier heading + crew XP + bought aircraft

Carrier00b77d4c1b

Lock city CAP defenders + enemy buildings (bomb-run targeting)

Carrier00948768e

Lock fixes: can now lock city CAP defenders (scan allAircraft for enemy, not just bandits) + enemy city buildings (bomb-run targeting); clear lock when building destroyed

Carrier0047a99e5f

Lock + kill enemy AI planes (per-plane hit index) + AI now engages enemy players

Carrier00149950f

MP combat fixes: lock + kill + be-attacked-by enemy AI planes

Carrier0059a4e64e

Sync each player's full airborne wing — you now see other players' AI wingmen

Carrier00c90bff6

MP: broadcast each player's whole airborne wing (you now see other players' AI wingmen, not just their flown plane); peers render a pool of planes, each hittable/lockable

Carrier0018bd77a1

Remember name/crew (skip setup), city air patrols defend cities, Q locks enemy players/AI

Carrier009edbf96

MP fixes: remember name+crew (skip setup on return), city air patrols (CAP), lockable peers (Q)

Carrier006dbf3132

Ship the IFF/diplomacy CLIENT (prior deploy missed it — sync ran from wrong dir)

Carrier00c0ca6ef6

IFF/diplomacy — red enemies / blue allies / always-hostile AI + P diplomacy screen + stable uid for relationships

Carrier004fba10c

IFF / diplomacy: enemies render RED, allies BLUE, AI always hostile + a P diplomacy screen

Carrier00ed44dc8f

Show players + AI on radar/map + auto-separate stacked spawns (multiplayer findability fix)

Carrier004cc1f45

MP findability: show other players + AI carriers on radar AND map (purple players / red AI, named on map); scatter players stuck at the default spawn so they separate

Carrier0011a8be3a

Scatter new captains across the map (fix stacked spawns so players see each other)

Carrier005487c53

MP: scatter new captains across the map (were all spawning stacked at 0,-660)

Carrier001aa1bc07

Carrier00 Phase 3d: server-side AI factions — claim + build FULL cities (housing/defense/airport), roam as sinkable carriers, raid enemy cities (headless-tested)

Carrier00bfc73084

Carrier00 Phase 3c: shared server-authoritative world — claim/build/raid synced + persistent island ownership + offline defense

Carrier006f19117

Phase 3c: shared server-authoritative world — claim/build/raid synced + persistent

Carrier00d9814d1c

Carrier00 Phase 3: persistent world — server save/restore of carrier/credits/cities/fleet + offline income + net-worth leaderboard (self-migrating carrier00_player table)

Carrier009b3deb0

Phase 3: persistent world — save/restore credits, carrier, cities, fleet + offline income

Carrier00e5b21ee8

Carrier00 Phase 2: PvP combat sync (hit relay + victim-authoritative damage, carrier sink/plane shootdown, tracers + kill feed)

Carrier00f4ed2bd

Phase 2: PvP combat — shooter-detect hits on peers, victim applies damage

Carrier0031979b95

Carrier00 multiplayer: auth-gated /carrier00 page + isolated socket namespace + shared-presence game client

Carrier008aa0156

Multiplayer-ready: net layer + remote players + deterministic world + MP gate

Carrier0076c0a77

Tune AI: fix early carrier double-KOs, balance to 50/50

Carrier00df24ec5

Live enemy AI: the commander brain now plays the full game against the player

Carrier0060a5ec5

AI commander brain + headless war sim: two code-only AIs play the full game to a decisive win

Carrier00bee46c3

Command Center building: HQ dashboard (J) with full status on everything

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Generated 2026-07-17 from git across all CommsLink repos · page 11/24, showing 1,0011,100 of 2,361 ships · complete record: /changelog.txt · /changelog.json.