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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: 2,359 ships and counting.

Reading this as an AI or a script? The complete record fits in a single request: /changelog.txt (all 2,359 ships, plain text) or /changelog.json (structured). This page shows 100 at a time.
All · 2,359CommsLink Chat · 686Carrier00 · 581Platform · 559Atlas · 271CommsLink Markets · 125Landing · 77AI-vertizing · 22Virtual Office · 14Terminal Agent · 14ai-npc · 6Forum · 3CommsLink Sounds · 1
Jun 24, 2026
Carrier0055b59dc8

Carrier00 AI: plane attrition economy — CAP fighters, city-garrison scrambles, and city-to-city strike packages now COST credits (fighter 8k / tbomber 20k / etc). Losses must be paid to replace, so sustained air war drains a faction's war chest; a broke faction can't keep its screen up or mount strikes and weakens. Defense spends freely (survival); offense keeps the personality reserve intact. Gives the hoarded millions a real sink + sets up big-ticket plays. tsc clean, 74 tests pass

Carrier006e248ea1

Carrier00 AI step 2: CITY-TO-CITY STRIKES (the default bot attack). When a developed bot wants a rival/human city in reach, it launches a bomber package (2 torpedo bombers + 1 escort fighter) from its nearest airport-city — server-flown, broadcast in s.pl so nearby players SEE the strike crossing between cities. Bombers raze the target's buildings (server-authoritative bldHit); the target city's garrison scrambles to defend (existing CAP); last building down → island frees up to claim. One sortie at a time, RTB to rearm, no carrier involved. Equal for human + AI targets. tsc clean, 73 tests pass (incl. new strike test)

Carrier00fd530a1d

Carrier00 AI rebuild step 1: removed the city cap (factions now expand until no claimable land remains, paced by cooldown+economy) and ripped out the invisible 'raid' mechanic (hitBoat/bldHit dispatch + countryside fishing-raid). Reframed the carrier doctrine: not 'never attacks' but 'never SUICIDES' — usable for strikes/defense (built in later steps). Bots treat humans and AI as EQUAL powers — no human carve-out; target-selection already includes human cities. Tests updated (73 pass, tsc clean)

Carrier0019ac178e

Kill the phantom bubble — it's the lightning glow sphere (boltGlow, radius 70, purple, fog:false). It was only hidden via opacity→0, so any residual lingered, and because it ignores fog it stood out as a translucent bubble at the last strike point (strikes land near you = near your city). Now boltGlow.visible is explicitly toggled: true only during an active flash, hard false otherwise

Carrier00e07bab25

Build context + map labels now keyed to the PLAYER, not the carrier. New playerWorldPos() = the unit you're piloting / your on-foot avatar / else the carrier; nearestClaimed + nearEmptyIsland use it, so you build a foundation based on where YOU are near land. Flagship renamed 'Carrier 00' (was 'YOU'/'YOUR CARRIER') on labels+hover; globe 'You' marker now rides your true position (jet/ship/avatar) instead of being pinned to the carrier

Carrier00803028f6

Fix crew XP not accruing in the MMO — XP was only awarded on the LOCAL takeDamage path, but ALL multiplayer combat (enemy bot/peer planes + carriers) goes through the peer-hit path (onGun/network), which never granted XP. Now every gun hit on a peer target awards XP to the firing pilot (+2/hit, since the server resolves the actual kill so we can't credit a clean-kill bonus client-side). Pilots level up from real battles again

Carrier00cef1c292

Removed the extra rail-sailor line; instead the EXISTING idle deck crew (3 roster pilots + hired pilots) now have their default standing spots MOVED to a line down the PORT (left) deck edge, facing out over the water — clearing the runway/centerline they used to clump on. Still white navy tops

Carrier00d23f44a7

Navy crew — ALL crew now wear WHITE tops + dark navy trousers (makeFigure no longer takes a random per-pilot colour; uniform fleet-wide). Plus 'man the rails': a line of sailors stands along the PORT (left) deck edge facing out over the water

Carrier005dbf8622

SR-71 airframe near-black (0x0e1014) -> dark gunmetal grey (0x454c55), nacelles lifted to match -> readable on the carrier deck instead of vanishing into the dark. Both the flyable model and the parked-on-deck silhouette

Carrier006dba5d93

Carrier00 LAND rework — proper carrier recovery: planes approach from ASTERN down the runway centerline (using runwayStart geometry) and stack in a tight descending conga line directly behind the carrier, so the whole fleet peels off and commits THE INSTANT you press Land (responsive). Front of the queue is on final, descends straight up the runway to the stern touchdown zone, eases off throttle on short final, sets down; queue advances immediately. No DB steering — pure client per-frame AI

Carrier0044e42949

Make fleet LAND actually recover the planes — the touchdown gate was a 3D 60m sphere to the carrier CENTER, but planes fly ~16m above it so they had to thread a ~58m window at speed and just orbited. Now: HORIZONTAL gate (<80m), ease off throttle on short final so it settles over the deck instead of screaming past, a 9s safety timer that forces a stuck jet down, and a tighter holding stack so the next plane lands quickly. Still one-at-a-time

Carrier00e220ed49

Fleet LAND now recovers ONE AT A TIME — only the cleared wingman shoots the approach to the deck; the rest hold in a layered orbit (radius+altitude staggered by queue position) until it's down, then the next is cleared. Fixes only 1-2 landing while the rest endlessly circled (they were all converging on the same point at speed, crowding the deck and overshooting)

Carrier00d88a7d8a

Carrier00 scouting step 2 — composition: each AI bot now has a persistent carrier air DOCTRINE chosen from its personality (AA-heavy fighters / torpedo bombers / dual-role helis / can-afford E-3 / SR-71 scout). Server adds a TYPE to every NPC plane + broadcasts the full loadout (s.cm); client renders the PARKED complement on the deck by type (reusing the real deck slots + per-type models) so you can fly over an AI carrier and read its makeup. Bots, types, broadcast all green (tsc + 75 tests)

Carrier00dd27a6a1

ALL carriers (peers, AI bots, offline players) now render the real player carrier model instead of a box — bake the Carrier model once, clone per rig (shared geometry; per-rig materials for a subtle relation tint + damage darkening). Distance-gated (6.5km) so only nearby full models draw. Step 1 of carrier-scouting: you can now ID a carrier's hull on sight

Carrier009a8687bd

Lock the CITY NAME (floats above the tallest building of nearby enemy cities) + ATTACK(T) = WIPE OUT THE CITY — strike units (torpedo bombers, bombers, helis) re-target building after building until it's rubble; fighters keep defending, ships/AWACS sit it out. Fixes tbombers ignoring a building order: surface strike runs now rake the true rooftop (guns connect) instead of aiming 22m above; building hits route through Net.sendBldHit (server-authoritative, MP-correct). Individual-building lock still works for pinpoint strikes

Carrier003a4fa05f

Fix M-map selection + labels vanishing when zoomed in — the box-select & label back-face cull dotted the UN-normalized camera→marker vector vs a world-unit threshold (6), so it scaled with zoom and rejected every marker once close. Replaced with a zoom-independent horizon test (n·camDir vs R/camDist); also hardened the single-click pick with the same cull

Carrier008b9fc50b

Fix M-map unit selection when zoomed in — markers are constant-on-screen (shrink in world space with zoom) so the mesh raycast missed; switched to a screen-space ~28px nearest-marker pick (zoom-independent)

Carrier009c0c3625

Shot-down AI jets no longer vanish — server flips them to a controlless tumbling fall (still broadcast) so everyone watches them spiral burning into the sea, then removes at impact (splash). Garrison landings despawn quietly (no false crash)

Carrier003e5aa184

(1) stable plane id in the CAP broadcast so hits (your guns + patrol-boat flak) land on the right peer plane — was a pool-index mismatch from nearest-neighbour render; (2) deployed jets engage the CLOSEST enemy (no more target-division split / chasing far units)

Jun 23, 2026
Carrier003601e961

(1) AI jets climb/descend GRADUALLY now (eased vertical speed + pitch, was a max-rate escalator snap); (2) fix 'hundreds of jets crashing along the horizon' — crash anim now only fires when a plane truly leaves the broadcast (count drop), not on a transient nearest-neighbour mismatch

Carrier0081e54816

Your patrol boats auto-attack any enemy jet in range — was blocked by an isPlayer flak gate + a 150m low-jet ceiling; now flak any jet within 600m at any altitude (only while AI-screening, not while you steer)

Carrier003ddfe1c3

Shot-down peer/bot planes now CRASH into the sea (tumbling burning wreck + smoke + splash) instead of vanishing — client-side off the broadcast vanish, so it's MP-correct for your NPCs, enemy NPCs, and other players' NPCs

Carrier00403f877f

Your own AI wingmen now emit the tail engine trail + wingtip contrails too (gating was isPlayer→aiControlled; they were silently excluded)

Carrier00052a62a4

Peer/bot planes now emit the same vapor as the player jet — soft engine-exhaust trail off the tail + wingtip contrails in hard banks (nav lights already strobing)

Carrier00473a2f1f

Flip AI jet bank sign (was rolling out of the turn → now banks INTO it)

Carrier002dc9ca3f

Bot/peer planes now BANK into turns (server capQuat gains roll, eased like the player jet); per-plane firing flag broadcast -> visible tracers for ALL combatants at ANY range (watch others fight AI)

Carrier00e651383c

AI jets now use the PLAYER fighter's turn cap (CAP_TURN 1.8->0.46) so they fly identically (no more glued-to-tail); add visible incoming tracers from enemy planes firing at you (ghost rounds, damage stays server-side)

Carrier0091b28a19

Carrier00 fix: peer/bot planes teleporting/stacking/lock-hopping — client mapped meshes by array index but the server reorders its plane array (spawn/land/death); switched to nearest-neighbour identity matching + spawn new meshes at position (no origin-slide)

Carrier000c4f8f98

Carrier00 fix: enemy/bot peer planes rendered TAIL-FIRST — model nose was -Z but the server flies them +Z-forward (capQuat), so they flew backward and looked fast/wrong. Flip the peer-plane visual 180deg to face travel

Carrier0059fe3a8f

Carrier00 fix: airport always 'hangar full' — bo.cap was overloaded (roof-cap mesh vs capacity) and got nulled to clear the mesh, zeroing capacity; moved hangar capacity to bo.planeCap

Carrier002898a8d0

Full world reset (geo_reset_v3 -> v4) — wipe all cities/garrisons to clear stale bot CAP jets + start the AI fresh

Carrier0073ae81b7

Carrier00 HUD: strip moon/weather/city-count + /tick from top econ bar; move Population + Fishing into the resources HUD as icon-only chips (rowboat icon, hover tooltips)

Carrier00c906b520

Scale the SR-71 down by half (flyable model + parked silhouette + deck-park height)

Carrier00678216bb

Heli windscreen see-through + FPV eye at pilot seat (was blocked by dark-blue glass); bullets = orange .50-cal tracers (enemy red) instead of spheres, laid along flight path

Carrier0025522de9

Login picker: drop AI-Browser + AI-vertizing, order Carrier00/Chat/Markets, greet 'Welcome <username>, where to?'

Carrier002301bbd7

Login: after a generic sign-in (landing page, no returnUrl) show an app picker — Chat/Markets/Carrier00/AI-Browser/AI-vertizing; contextual logins still go straight to their returnUrl

Carrier001917348b

Carrier00 perf: 60fps cap (high-refresh displays were doing 2-2.4x work), ~11Hz throttle on heavy DOM panels, pause sim+render when tab hidden

Carrier001405111a

Remove videocoms voice (Web Speech TTS) entirely — keep the comms popups, now text-only + timer-advanced

Carrier0098b8c747

Log out button in the ESC settings menu — signals the page to clear the session + re-show the login modal

Carrier006cf1aab3

In-page login/sign-up modal for logged-out visitors (no redirect) — finish auth and drop straight into the game, never bounced to chat

Carrier00c7775dfa

Carrier00 #18 videocoms deepen: ordnance-away (bombs/torpedo), splash/kill calls, all-clear, mayor gratitude near friendly cities

Carrier001d0155b2

Carrier00 #17a: Foundation = plain matte-black slab (no cement marks)

Carrier00aaa7b0f0

Carrier00 #10: dock the airport hangar at the runway's green-threshold end (mouth down the strip) — fly in low+slow to land, garrison taxis out to take off

Carrier00a81bc774

Carrier00 #11: ice = giant jagged continuous pack-ice sheets (multi-lobe irregular outline, overlap into a continuous field), not discs

Carrier005aa3f71b

Carrier00 #3: centered flight HUD (navball+altitude+fuel above command bar) + dock Abilities button beside unit-command bar

Carrier00aaf4afda

Carrier00 #12: Torpedo Bomber carrier strike jet (guns + 2 wing torpedoes, RMB drops, dive-bombs ships/buildings)

Carrier007e4e0b18

Carrier00 #18: VIDEOCOMS — StarFox-style crew comms framework (portrait + name + voiced line via the free Web Speech API; Comms.say() so Polly voice files can drop in later). Situational triggers: commander warns of incoming bombers/fighters, wounded wingmen call for help + a teammate answers, boot-up greeting. Crew voices vary by personality

Carrier000420d9e7

Carrier00 #14: peer/bot CAP planes now have a real model + forward HEADLIGHT/beam + blinking red/green nav lights (were bare lightless boxes = 'alien jets')

Carrier006f49b0f6

(2) wind-blur vignette only shows while BOOSTING (was any high speed); (5) shuttle launch is now walk-up-to-the-pad + F (Y no longer teleport-launches); (6) cities glow from orbit at night (per-city warm billboard that brightens with altitude)

Carrier00e184cf3a

(8) jet + SR-71 wingtip red/green nav lights now blink at the standard ~1Hz strobe rate; (9) fishing boats — removed the red/green side nav lights, added warm cabin windows on all 4 sides (front/back/port/starboard, shared material → red for enemy boats)

Carrier00db6f64a8

Carrier00 fixes: (4) lightning glow sphere no longer lingers as a translucent bubble near the carrier (opacity now zeroes after the flash); (regression) rooftop beacons follow the building height instead of floating; (1) fighter/bomber anti-cheat speed cap raised to cover afterburner; (7) darker near-black night + space sky; (13) bombers no longer auto-scramble to defend (attack-only); (15) only the tallest residence gets a landing pad

Carrier0062203fa3

Gentle up-close ocean shimmer — animated NORMAL map (shading-only ripples, never a colour pattern) drifting on the sea; normalScale fades to 0 by ~800m altitude so it's flat from orbit (no quilt). Calmer at night

Carrier00366ff8b9

Clean ocean — stripped the tiling water texture (repeating dark-blue patches), the scrolling wave-line overlay, and the sun-glitter sparkles (the floating circles) that made the sea a patchwork-quilt from orbit. Now a smooth sphere in the M-map deep teal (0x16586e), night-dimmed. Reads clean up close + from space

Carrier00d86226fd

Carrier00 population: empty/starved cities now SHRINK to short stubs (resHeightFactor 0.3x empty -> 1.6x packed; was 1.0x even at zero pop = looked prosperous). Server growth slowed to ~1 pop/min (was ~96/min) so a city + its fishing fleet must be defended a long while before real tax; sunk fleet starves the city down fast (visible die-off). 75 carrier00 tests pass

Carrier00ae0db419

(1) minimap zoomed ~5x in (280m) + enemy jet icons enlarged -> see flanking attackers; (2) city central runway now HIDDEN until an Airport is built (player + AI); (3) Airport rebuilt as a hollow half-cylinder HANGAR (biggest footprint) with garrison planes parked INSIDE it, launching down the central runway

Carrier00fd6ff2f6

Carrier00 shuttle: (1) RE-ENTRY BURN — plasma fire shell wraps the windward side + trails over the hull, FPV view fills with fire, survivable glow band, burns up only if too fast too low; (2) jet-style cockpit overlay (canopy bow, A-pillars, dashboard/glareshield); (3) removed spaceMap — M now opens the globe map showing a shuttle icon + its orbit ring (map tracks orbital items)

Carrier0062034930

Carrier00 #9: guide bar now driven by APOAPSIS not speed (climb steep when low, ease to horizon near target alt, DIP BELOW horizon when overshooting -> turns you over far sooner); + atmospheric DRAG on the rocket (strong low, gone by ~3.5km) so you cant cheese a 500m orbit -- must climb out of the air first (the real reason gravity turns exist). Target orbit alt 4500

Carrier00ac63a34f

Carrier00 #9: removed the orbit trajectory line (navball guide replaces it); improved guidance — gentler thrust (24/44 vs 34/80) for reaction time, faster pitch-over (flatter ascent, less 'really high'), + a THROTTLE DIRECTIVE (BURN -> CUT THRUST -> too fast) with SPD-vs-target readout so you stop burning before escaping

Carrier0083da4c0d

Carrier00 #9 fix: trajectory now judges 'will my path hit the ground?' (periapsis vs surface) BEFORE the escape check — escape ENERGY while diving into the planet now reads SUB-ORBITAL/orange (you'll crash), not a false ESCAPE. Periapsis computed universally for ellipse+hyperbola

Carrier008ed1d63e

Carrier00 #9: gravity-turn GUIDE BAR on the navball (Gemini's idea) — a target-pitch line that starts straight-up and drifts to the horizon as you build orbital speed; keep the nose on it to carve a clean gravity turn, turns green at orbit

Carrier00c09fe58a

Carrier00 #9 orbit fixes: (1) classify orbit by ENERGY not eccentricity so a vertical launch reads SUB-ORBITAL not ESCAPE; (2) push starfield far past the planet in space so the globe OCCLUDES it (fixes stars-through-planet + invisible ocean); (3) extend fog far past the whole globe in orbit so the planet renders solid + the full orbit ring is visible (was fogging out beyond ~1/4)

Carrier00273c06db

Carrier00 #9 fixes: orbit is now ALWAYS the full closed ellipse (focus=planet centre) — sub-orbital passes THROUGH the ground (orange), orbit clears it (green), escape breaks open (red). Removed the confusing Ap/Pe marker bubbles + removed time-warp (no speeding up time in a shared world)

Carrier00b4a8e84b

Shuttle orbital mechanics + cockpit rework (#9) — time-warp (, / .), full closed-orbit trajectory that wraps the planet with Ap/Pe markers, live orbital readouts (Ap/Pe altitude + ETAs, orbital velocity), reworked cockpit instrument cluster (navball w/ prograde+retrograde, throttle/fuel, warp)

Carrier00645a30ec

Abilities panel (#6) — Call Police Helicopter (5-min cd, summons your city heli) + remote Nuclear Strike (2-h cd, fires from an armed deployed sub within carrier-radar range of the target). HUD launcher button, persisted cooldowns

Jun 22, 2026
Carrier002d6785f5

Planet-wide cloud blanket visible from orbit (#2) — translucent sun-lit cloud shell wrapping the globe, fades in with altitude, greys under storm

Carrier00f8e6d426

SR-71 is now a 1-of carrier plane — dedicated 3x Blackbird model (needle nose, chines, twin spiked nacelles, canted tails), parked in front of the control tower; moved from city tab to carrier air-wing

Carrier00db8c070c

World-anchored clouds (fly through them, visible from orbit) + fishing-boat port/starboard nav lights

Carrier00c354d773

Carrier00 flight feel batch: (3) rudder (A/D) yaw cut ~5x + now induces a slight bank toward the turn — no more pivot-on-a-dime; you must roll+pull to come about. (4) pitch authority cut to ~1/3 so pull-ups aren't razor-sharp (better PvP), still pulls up harder than down. (8) wingtip nav lights — port red / starboard green

Carrier004d827c73

Carrier00 anti-cheat: server-side credit-balance validation (anti-inflation). The server now seeds an authoritative balance from restore+offline income and, on each save, clamps the saved credits to a generous income ceiling (200k/s + 2M slack) since the last save -- a money hack (e.g. 9e9) is clamped + flagged so fake money can NEVER bank/persist. Decreases (spends) always accepted; zero false-positives on legit income. Persists the validated value, never the raw client claim. (Does not yet stop in-session spending of inflated credits -- that needs the full purchase-path inversion.)

Carrier00deef88fc

Carrier00 anti-cheat: hit validation. (1) Fire-rate cap -- hit events above 25/s (a real weapon's max) are dropped + flagged, killing the spam-instakill exploit. (2) Range check on carrier-gun/bomb hits -- the shooter's authoritative (movement-clamped) position must be within 1200u of the victim's carrier, else dropped + flagged, killing across-map sniping. Both fail-open when positions are unknown (no false rejects). Logs to carrier00_cheatlog + pings admin

Carrier007efd6c72

Carrier00 anti-cheat v1 (foundation): server-side movement audit. Server now tracks each player's CONTROLLED unit (client sends pos+type+stable id), and if it moves faster than that unit could possibly go (max x5, covering boost+altitude) it (a) logs to a new carrier00_cheatlog audit table, (b) pings admin (puppy) in-game, and (c) CLAMPS the server's authoritative position to the cap so the hack gains nothing. Switching units is a sanctioned discontinuity (no false flag); sustained breaches only. Also: deploy-ec2.sh now force-recreates so api code actually restarts on deploy (the bug that left the 5h-stale CAP_SPD running)

Carrier00b40679cb

Carrier00 flight realism: vertical lift. Only the upright component of lift holds you up -- level holds altitude, a steep bank starts to sink (lift's vertical support fades toward knife-edge), and flying INVERTED actively pulls the plane DOWN (lift points at the ground), harder the further past vertical you roll. So banking now turns AND, rolled far enough, pulls you down too

Carrier00158ba9c1

AI fighters/SR-71 now visibly BANK into their turns (amped the model bank-gain for fast-aligning types — they snapped onto targets so quickly the bank never showed). Bomber bank left as-is (already looked right)

Carrier00aeca5ab0

Carrier00 banked-turn fix: (1) direction was INVERTED -- now bank right turns right, bank left turns left. (2) ~10x too sensitive -> rate 1.6 dropped to 0.16, so a shallow bank barely turns and you must lay it over to carve. (3) removed the up.y guard that killed the turn at knife-edge -- wings-vertical now turns hardest

Carrier009012f683

Carrier00 flight realism: (2) elevator authority is now asymmetric -- you pull UP much harder (1.25x) than you can push the nose down (0.55x), like a real stick. (3) BANKED TURN: banking now actually curves the flight path toward the low wing (lift vector tilts) -- the steeper the bank the harder it turns, so banking flies the turn instead of doing nothing. (4) Dead-engine GLIDE: out of fuel the nose eases onto a glide slope and the plane glides down on its wings instead of falling straight down (you can still pull up to flare)

Carrier00e98af4a2

Carrier00 flight UX: (1) when the cursor is freed (ESC / any menu open -> pointer unlocked) the craft now HOLDS its current attitude and flies straight instead of carving toward the stale cursor while you click buttons. (2) Removed the moving white virtual-stick crosshair (circle+dot) while flying -- it was distracting; the on-foot ADS crosshair stays

Carrier00fdcde902

Carrier00 SR-71 autopilot fix: the garrison AI (updateAirports) was steering EVERY plane in a city airport list -- including the SR-71 you're flying -- so your input and the AI's return-to-base loiter fought each other and banked it back toward your city (position-dependent lean). Now any plane flownByPlayer is skipped by the garrison AI entirely; your own controls alone drive it. Also reverted my wing-leveler / roll-recenter / quaternion-restore experiments (back to the original flight feel) per request. Kept the water-crash fix

Carrier00810ca243

FIX planes passing through water (regression) + add flight-drift diagnostic. The new crash gate used _climbout<=0, but _climbout is set to 1.2 on launch and only decremented in the AI branch, so player-flown planes stayed at 1.2 forever and never crashed. Now gated purely on _airTime>1.5 (increments for player AND AI). Also added a toggle (\ key) HUD readout of the plane's actual bank angle + lat/lon, to diagnose the lean (sim bank vs view tilt)

Carrier00ed1967cb

Carrier00 flight fix: added a WING-LEVELER. With no roll input the plane now eases its bank back to wings-level, so releasing the stick flies straight instead of holding a bank that carved a constant turn forever (felt like 'something keeps turning the SR-71'). Roll-mode stick also re-centers promptly now (0.9->2.6/s) so releasing actually stops the input. Hold the mouse out to still bank + carve

Carrier007a672a74

Carrier00 sphere-render fix: flying aircraft now QUATERNION-restore in renderWrapped (userData.freeRot) instead of Euler-restore, so a plane's free 3D orientation no longer drifts/leans frame-to-frame at speed (Euler cannot round-trip roll+pitch+yaw cleanly near gimbal). Ships/carrier keep the Euler-restore that fixed their wave-bob upside-down bug. Fixes the SR-71 'forgetting straight' / curving at speed

Carrier00c6cac334

Planes die on water contact instead of floating. Crash threshold is now per-type belly clearance (SR-71 6 / bomber+E-3 5 / fighter+heli 3) instead of a flat y<=2 that sat below the big SR-71 hull (so it skimmed/floated on the sea). Gated by a 1.2s post-takeoff grace + climb-out so runway departures don't self-crash; AI keeps its y>=9 self-preserve. Touching the sea = instant death now

Carrier00ac544d56

Bombers now run their bomb passes just ABOVE the tallest standing building on the target city (cityBombY = max building roof + 16) instead of a fixed low height that flew INTO the skyline. Bombs still fall onto the city. Fixes both the deployed city-strike bombers and the SP enemy city raiders

Carrier007c85466a

SR-71 minimum speed 90 -> 38 (close to a fighter's 34) so it can actually slow down enough to land -- it was previously too fast at its floor to ever touch down

Carrier0020431904

Walk off the carrier deck into the water. Walking past the deck footprint now drops you overboard into swim mode (instead of being clamped at the rail); swim back to the hull and press F to climb aboard (existing flow). Deck walk is otherwise unchanged up to the edge

Carrier005c166764

Carrier00 fix: NPC CAP was flying at ~SR-71 speed (CAP_SPD 170 / chase 235) -- a normal fighter cruises 62 / max 88. Dropped CAP to cruise 60 / chase 88 / turn 1.8 so bot fighters match a real fighter and cannot outrun the player

Carrier00cffc0640

Carrier00 city force-projection INDICATOR: the globe map now draws a coloured arc from each of your cities to the city its garrison is deployed against (red = enemy strike, blue = ally/own defend, yellow = neutral watch). Rebuilt live from the deploy flags, so it appears the moment you send a wing and vanishes on recall / when they come home -- the missing visual feedback for the deploy order

Carrier004d16e774

Carrier00 Admiral command UI: an in-game command bar (Attack / Area / Follow / Hold / Return / Land) above the unit cards PLUS keybinds (T attack, G follow, H hold) issue per-group orders to the active control group (else the live selection, else your whole wing+fleet) -- like an admiral pointing units around the battlefield. Area arms a map-click strike point. New per-unit plane orders (follow/hold/land) override the squad default; ships use route/home/engage. Unit cards/selection panel now show each unit's current ACTION (Attacking/Holding/Following/Returning/Moving/Patrolling) alongside its HP

Carrier00b50a7ca3

Carrier00 Stage 4: peer carriers (enemy/ally/AI) now render a REAL flight deck -- dashed runway centreline, deck-edge lines, fore/aft threshold bars, and a touchdown circle -- so an enemy carrier reads as a runway and you can see where to set down on an ally's. Landing on allied carriers (refuel+repair, hold W/Space to take off) already worked; this gives every peer carrier the proper deck to land on

Carrier00e0442dac

Carrier00 Stage 3: every player's whole surface fleet (destroyers, battleships, subs, cargo, boats, landing craft) now broadcasts in the per-frame state and renders + interpolates on every other client via the same system as planes -- so you see your allies' and enemies' fleets move in real time, hull-coloured by relationship and lockable/identifiable. A dived sub stays hidden. (Naval PvP on peer ships is a follow-up; this is the render/update unification.)

Carrier00a5257648

Carrier00 Stage 2: server-flown city-garrison CAP. A bot-owned city with an airport now SCRAMBLES a small server-side fighter garrison when a hostile (non-allied human OR enemy faction unit) comes within range, defends the city, and lands again once the sky clears. Anchored to the city (flagship CAP tracks the moving carrier; garrison holds over its city), broadcast in the same peer_state.pl so everyone sees it and can shoot it down. Closes the air-defense gap from Stage 1 (cities had no CAP after the phantom client CAP was removed). Total faction planes capped for safety

Carrier002016d011

Carrier00 server-authoritative NPC air (Stage 1): AI factions now fly REAL CAP fighters on the server (8Hz brains, ~18Hz broadcast in peer_state.pl), so every player sees the SAME planes, the same dogfights, the same deaths. CAP engages the nearest hostile unit -- a rival faction's CAP OR a non-allied human's carrier/planes -- treating a human exactly like a rival's units (defends home waters within a leash). Players and their AI wingmen can shoot the CAP down (server adjudicates the kill, plane vanishes for everyone); NPC hits on the player reuse the PvP victim-authoritative wire format. Removed the old per-client phantom CAP (driveCAP) that only existed on one screen. Tracks online players' unit positions server-side for targeting

Carrier008b423b0a

Garrison persistence + city-deploy fixes. (1) Whole airport garrison (fighters/bombers + SR-71) now persists across refresh and sits on the runway, not just the SR-71. (2) City force-projection now resolves the target city by map position (nearestIslandTo) so right-clicking any enemy/ally/neutral city works without a precise marker hit. Empty source garrison now toasts a clear message instead of doing nothing

Carrier009c9c38df

Carrier00 city force-projection: select your city on the globe map, right-click another city to send its airport garrison there. Enemy city -> bombers attack buildings + jets escort; ally/own -> circle and guard; neutral -> circle and hold fire (until flagged enemy or recalled). Right-click open sea recalls them home. Behavior re-checks the target's relation each frame; low fuel/target-razed auto-returns home

Carrier0039d502e7

Patrolling planes now ENGAGE — a plane on a patrol route breaks off to attack any enemy within half the carrier radar range (fighters dogfight/strafe, bombers gut ships) then resumes its route, instead of flying right past contacts

Carrier00b63d586a

Land on ALLIED carriers — fly low+slow over an ally's carrier to set down, refuel + repair, then hold W/Space to take off (your plane rides their deck while parked). Symmetric, so allies can land on yours too

Carrier00b0a05524

Helicopters faster — full-stick now hits full max (was capped at 70%) and max bumped 46->54 so they out-run a destroyer; AI helis 0.85->0.95. Lock reticle nose-bias strengthened (4u, also covers peer planes)

Carrier009eec075e

Destroyer scaled +25% for more walkable flight-deck room; helipad pulled inboard so you dismount with clear deck fore and aft (no rail trap). Lock reticle now biases toward the nose for airborne aircraft so it sits on the hull, not back at the mid-fuselage origin near the exhaust/contrail

Carrier00731a203b

Lock reticle BOX + distance now coloured by IFF relation (was hardcoded red) — locking your own ship/plane shows GREEN, ally blue, neutral yellow, bot/enemy red. The name was already coloured; this fixes the box + distance

Carrier00359bc56a

Globe-map plane triangles now point their heading (directional arrowheads); SR-71 (thin dart, icy-blue) and E-3 (broad delta, cyan) get distinct icons; cargo ship gets a hull icon that points its heading. PLUS the SR-71 (airport garrison) now PERSISTS across refresh — saved per-island and re-spawned on its runway when the airport syncs back

Carrier008351e685

SR-71 no longer self-immolates on launch — marked high-alt so it's slow in dense air near the deck (cant reach burn speed) and only hits top speed UP HIGH; lifts off at a sane speed. E-3 now orbits AT the carrier radar edge so its bubble extends coverage beyond, not uselessly inside

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Generated 2026-07-16 from git across all CommsLink repos · page 3/6, showing 201300 of 581 Carrier00 ships · complete record: /changelog.txt · /changelog.json.