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.
Editable + persistent patrol paths for carrier PLANES (same as destroyers) — select a plane on the globe map, right-click to move / shift+right-click to chain waypoints / close on its marker to loop a patrol; wingman AI flies the route, RTBs to refuel and resumes; route persists across reload and draws when selected
E-3 default patrol — when airborne and not flown, it auto-loiters near the carrier radar edge at ~1000m (above the jet ceiling, unarmed, never engaged); reuses the existing wingman RTB/refuel cycle so it returns, refuels, and re-takes-off to resume the patrol
Carrier00 cargo fixes: scale to carrier-class (x5), ride LOW so the hull sits under water (laden draft), keep CG- callsign on restore (was becoming LC-) + persist ship callsigns. Plus 200M test fund
Stop renaming planes to pilot names (applyCrew was overwriting F1-F4 callsigns with the pilot name); planes keep their own callsign, pilot stays as crew. Plus one-time 200M test fund
Carrier00 fix: E-3 + SR-71 now have proper PARKED silhouettes (radome / black dart) on the deck/runway instead of a jet (makeParkedPlane had no case for them, and I was downgrading them to fighter); callsign now persisted so a reload keeps E3-1 as E3-1 instead of renaming it
Carrier00 fix: purchases now persist IMMEDIATELY (buildBar saves the instant credits drop) so a quick refresh can no longer eat a bought E-3/cargo/ship; the 10s autosave + pagehide save were racing the purchase. Plus a one-time 8,000,000 cr refund for the E-3 the bug ate
Carrier00 F9: Zumwalt-class destroyer rework — long tumblehome hull, knife wave-piercing bow, faceted pyramidal deckhouse, forward AGS gun, two VLS missile clusters, deck-edge torpedo tube, and a clear aft helipad. Walkable deck + helipad updated to the new 32x4.4 dimensions
Carrier00 feedback batch A: SR-71 parks on its CITY runway (boardable, needs Command Center + Airport); E-3 reworked (bomber-size, 2 engines, spinning rotodome), 2M to 8M, auto-cruises above the jet ceiling on patrol, its own cyan radar ring+sweep on the globe map; altitude readout above the fuel gauge; resource HUD recolored (oil black/steel silver/uranium fluor-green/copper) with hover tooltips; flight trajectory line default OFF (rocket stays on); distinct minimap icons for cargo/SR-71/E-3
Carrier00 AI (item 13): factions now COMPETE for strategic resource territory — bot expansion biases toward uranium (poles) > steel/copper (mid-lat) > oil, mirroring the client's resource map, so the player can't quietly corner scarce metals. Additive scoring tweak; tsc clean; 98 tests pass
Carrier00 supply-chain foundation (item 12): islands produce resources by geography (oil=tropics, steel/copper=mid-latitudes, uranium=poles); buildable Cargo Ship (5M, slow/unarmed/container model) auto-loads an owned city's resource and delivers to your carrier; persisted stockpile + HUD; capital ships now need Steel, nukes need Uranium (starter stock so it's a taste, then you must trade across the map). Build-bar header shows each city's product
SR-71 Blackbird (city tab, 10M, needs Command Center, ~5x jet speed + 4x boost endurance, unarmed, near-orbit ceiling, overheats if flown fast low) + E-3 Sentry (carrier tab, 2M, needs Command Center, slow/high/unarmed, extends globe-map radar half the carrier's range). Both gated by hasHQ, parked on the carrier deck to fly
Carrier00 atmosphere/orbital update: soft oxygen ceiling (no bounce, 2x alt, power fades), altitude air-density (less power+less drag up high, jetliner sweet spot), re-entry burn-up, altitude sky gradient (blue->violet->black+stars) for ALL planes, above-the-weather, thick Line2 trajectory lines (rocket color-coded + per-plane cut-power ballistic arc, toggle backtick), orbit-achieved toast, trimmed boost so it won't trivially escape
Relationship-colored locks (own=green/ally=blue/neutral=yellow/bot=red) + pilots now earn XP on hits & kills (player pilots were stuck at lvl1)
Carrier00 fixes: (1) carrier HP bar now shows for returning captains — gate on setupDone not the legacy 'started' flag they never trip; (2) minimap rotates with your look direction (lookYaw) while on foot/deck, centred on you; (3) compass N now points to true world north (-Z, the globe's north pole) instead of +Z — 'point N, fly forward' now goes north; (4) build menu moved below the relocated minimap (was overlapping it)
Carrier00 UI: relocate the globe instructions to the bottom-right in the main-game controls style (right-aligned, faded, no pill); move the territory/waters readout + carrier HP bar to the top-right (waters above HP), shifting FPS + minimap down into a clean right-edge column
Carrier00 map UX: fishing boats hover/click for stats (city, owner, HP%) but NOT commandable — yours always, enemy while radar-swept; replaced the overlapping TERRITORIES toggle with a bottom-centre MAP / 🧩 TERRITORIES mode switcher (cards stay above it)
Carrier00 map: click a selected region again to deselect; territory fills 75% more transparent (alpha 0.62->0.16, see-through); ignore stale-green saved colour so player paints CYAN; show your fishing boats on the globe always + enemy fishing boats when radar-swept
Carrier00 territory: unowned regions now have NO fill (per-vertex RGBA alpha → bare ocean shows, borders still outline them); player colour = cyan; click a region on the globe to highlight its outline (yellow) + a prominent top-centre panel showing region name / owner / population (Unowned Territory · No Owner · 0 Population if unclaimed)
Persist ship custom routes/loops (survive refresh — ship keeps looping AND its path can be drawn); show patrol-path lines ONLY for the SELECTED unit on the globe; faction colours Specter=red, Kraken=orange
Carrier00 territory polish: border lines ~75% more transparent (opacity 0.5->0.13); a faction's OWN connected regions no longer show an internal border (owner-aware rebuild); TERRITORIES legend moved to bottom-left (clear of the Map Key); faction colour overrides — Tempest navy, Maelstrom yellow, Reaper near-black
Carrier00 territory map: vibrant CK-style faction palette + vibrant player swatches + fill opacity 0.62; unclaimed now paints the natural ocean colour (reads as unpainted, borders still show); added a TERRITORIES legend/key on the globe listing each faction's colour + name
Carrier00 territory colours: each faction its OWN colour (warm/violet palette, identity not relation) so AIs are distinct; player picks a nation colour at setup (persisted); neutral = true grey; fills now BLENDED via per-corner vertex interpolation (no more 90deg colour edges); border lines = slightly transparent white
Carrier00 territory: drop the assignment domain-warp (clean Voronoi → every island owns its own contiguous region: fixes criss-cross borders + two-cities-in-one-region, no city-moving/wipe needed). Organic look now from marching-squares 45 diagonals + Laplacian corner-rounding on the border lines
Carrier00 territory borders: marching-squares smoothing — staircase 90s become long 45 diagonals, straights stay straight, multi-region junctions star to a clean centre. Big step toward CK borders
Carrier00 territory borders: domain-warp the Voronoi with smooth multi-octave sphere noise so province borders wander organically (mix of straight + curvy) instead of perfect bisector triangles — CK-style hand-drawn feel. Deterministic (identical borders for all players); the whose-waters readout uses the same warp
Carrier00 territory borders: replace fat filled borders with THIN 1px province lines (constant screen thickness, like the radar ring), grid 320->400x200 for smoother boundaries. Every island shown as land + a region; islands no longer buried under borders
Carrier00 territory painter → Crusader Kings look: bold dark province borders between ALL regions (owner-independent, static, separate mesh), 320x160 grid for smooth borders, every island is a region incl. arctic/remote (massive single-island regions), full-globe coverage, neutral regions grey with visible borders
Carrier00 territory painter: globe (M) now paints a Voronoi region per island (nearest-island = territory, geodesic so wrap/poles are correct) coloured by owner — take an island, take its region. TERRITORIES toggle on the globe + a live 'whose waters' HUD readout (reads YOU, not the carrier — fixes the Selene header confusion)
Fishing Boat added to the (renamed) SHIPS tab; Defense + Coastal buildings RETIRED — removed from build menus, AI build order, and stripped from the live world on load (build() rejects them; placeBuilding ignores legacy ones). Airports are now a city's defense
Carrier00 city naming: founding pops a name dialog (persisted + synced to all players via city_name socket); AI factions auto-name cities from a Greek/Roman pool (Roma, Syracusae, Korinthos…); names show in the build-bar header, globe map, and battle logs. Server: name field + setCityName/cityNameOf in world.ts
Carrier00 build bar polish: header now 'BUILD' (→ city name when in range); CITY+AIR merged into one tab (3 tabs total: CARRIER/CITY/WARSHIPS) with icons + readable 12px labels; bar widened to 210px (matches leaderboard); minimap enlarged 158→200px; cap-aware greying; scrollable grid
Carrier00 Phase 2: Red Alert build bar — always-on tabbed sidebar under the minimap (CARRIER/CITY/WARSHIPS/AIR), 2D-canvas icons, cost, radial cooldown clocks. Cooldowns (3m units/buildings, 5m airport, 120/240/480m warships) persist across reloads. CITY/WARSHIPS/AIR act on the nearest in-range owned city (header names it). B menu kept
Carrier00 economy rebalance (Phase 1): foundations double per island (40k,80k,160k…), residences double per city (30k,60k…), command center 2M, destroyer 8M, battleship 20M, sub 100M, rocket requires a command center, plaza removed. Slows city/nation growth
Carrier00 fog: add a LOW sea-level fog band (alt 0.6-2.3, just under the deck) so the carrier rides above rolling ground-fog. Rides the same server fogK as the high band — shared with all players
Extract the one invisible attack — AI factions no longer raid HUMAN cities (no boats sunk, no buildings razed). Bot-vs-bot raids + diplomacy + carrier-preservation all unchanged
Bot-raid log now states there is NO on-site unit — raids are long-range strikes dispatched from the faction's flagship (with source distance). Answers 'what unit is hitting me': none, it's remote
Carrier00 diagnostics: attribute every building/boat destruction in chat — server logs WHO (human raider or AI faction) hit your city; client logs contaminated-water boat culls + your building losses. Pure instrumentation, no gameplay change
FPS HUD font black w/ white halo (was unreadable); walk-mode minimap enemy blips now hot-red #ff1010 + glow + larger
Carrier00 fog restored: flat low translucent drive-through layers parallel to the sea (server-weather-driven so it's shared by all players), floored enveloping scene.fog (deep but not white-out); fog also SHRINKS the cull radius 7000->3200 for an FPS gain when it's up
FIX _matTRS shared-matrix bug — merged window/street/runway-light grids all collapsed to one speck (grey daytime cities + building lights only visible up close); now each quad gets its own matrix so windows span the building (lit from afar). Lock-on = tight 20deg ray pick (locks what the crosshair is on, not a 45deg-off far object)
Landing gear only down on short final over carrier/island (never over water); enemy aircraft = burnt-orange headlamp + no floating label (nation+name shown on lock); enemy fishing boats = red back window + no label (visual IFF, fewer labels). Web: hide MarketChatWidget on /carrier00
Carrier00 fixes: minimap radar repaints again (offsetParent always-null for fixed els -> offsetWidth check); city night lights apply current day/night state on placement (cities loaded at night now light up); FPS counter top-right above radar; stars 1400->350
Carrier00 perf #2: merge per-building windows into 1 mesh + merge city runway/street/edge-light decor (vertex-colored) — ~220 meshes/city -> ~95 (>50% draw-call cut); preserves recolor/day-night/damage/diff/night-lights/height/sphere-render
Carrier00 perf batch: distance-cull far objects in renderWrapped (skip transform+hide beyond 7000u, restores frustum culling — big win); puff cap 600->250 (recycle oldest) + hide plane beams/lamps >700u; throttle minimap repaint to ~18Hz (+skip when hidden); throttle separateUnits O(n^2) to ~22Hz
/noplanes (remove all aircraft) + /nocrew (stand down all crew) chat commands, like /scuttle; restore now honors a cleared wing/crew (truncates the base wing+crew to the saved count) so the clears persist on reload
/scuttle chat command — removes all the player's non-carrier ships (playerNaval) from the live game + persists the empty fleet (carrier + aircraft kept); slash-command intercept in chat
Carrier00 RTS: closing a patrol loop on ANY group unit now loops the WHOLE group; command in first-person/walk mode — 1-9 recall a group, Tab lock, T = group engages the locked target (ships get under planes + fire, jets attack then resume escort, fuel still wins); unit cards also shown above the menu in walk mode (click to recall)
Carrier00 RTS: group-assign = CTRL+1-9 (was Shift); SHIFT+right-click chains waypoints into a route; closing the loop on the ship/start = perpetual PATROL; path line GREEN one-way / BLUE patrol loop; jets escort + refuel along the route
Carrier00 RTS commands: right-click map = order selected group's SHIPS to move+hold (green path line); JETS auto-escort their group's ships (circle, follow when it moves) — no direct orders; jet fuel = RTB+refuel at carrier/city or CRASH if unreachable (chat log + downed pilot); downed pilots show as human icons on the map
Carrier00 RTS control groups: Shift+1-9 assign selection, 1-9 recall, 0 = auto carrier fleet (one group per unit); C&C-style unit cards along the bottom (type glyph x count, click to recall); groups persist by callsign in the player-state blob (survive relog)
Carrier00 map shapes: carrier = long rectangle (3x), submarine = 2D capsule/cylinder, battleship = square, destroyer = diamond, PT boat = tiny dot — per-type glyphs on globe map + minimap, oriented by heading
Carrier00 map: phosphor radar fade restored (enemies blip when swept, fade off over ~1.5s, reappear next sweep — robust angular-since method, no fragile crossing); FIX your jets to triangles (_poolGet now swaps geometry on reuse so planes don't inherit a ship slot's diamond)
Carrier00 radar: CAP_RANGE 1500 -> RADAR_RANGE (2400) — distant city/carrier defenders are now SPAWNED while within radar range, so their jets exist client-side and show as red blips (carriers always showed; only their CAP needed proximity)
Carrier00 map: enemy = brighter vivid red; enemy radar contacts now SELECTABLE (left-click or box-drag) → selection halo + stats in the SELECTED panel (kept while in radar range); fighters all use the triangle glyph
Carrier00 radar REAL fix: city CAP is created into allAircraft (via spawnCAPInto), NOT enemyPlanes — both the map radar and the top-right minimap now scan allAircraft for enemy aircraft/ships (+ enemy carriers/CAP), so enemy CAP over your carrier finally shows as red dots
Carrier00 radar fix: in-range enemies ALWAYS visible (sweep only brightens, was hiding everything when the beam-crossing didn't register = zero dots); + plot enemy CITY CAP (airport defenders, a pool the radar never checked)
Carrier00 map radar fix: now detects ALL enemy contacts — enemy CAP planes + ships + carriers (was only checking far-off enemy carriers, so it saw nothing); each radar-gated (in range + swept + phosphor fade), enemy-red glyphs; sweep crossing math verified
Carrier radar moved to the MAP (range ring + 3s sweep + enemies fog-of-war'd — only blip when swept within range, your units/allies/cities always shown); removed the oversized bridge room + its radar; F at the wheel steers the carrier directly; map never auto-spins
Carrier00 map: auto-rotate stops once grabbed; depth-proportional zoom (fine gears when close); zoom-scaled rotation (gentle when zoomed in); LEFT=select/box-select your units, RIGHT-drag=rotate; hover-id all units; click-select with per-unit stats + selection ring; drag box-select; SELECTED list panel below the legend
Carrier00 map TRUE-SCALE rework: islands/cities ~1/100th (true scale, open ocean) so units have room; unit icons constant on-screen size (scale with camera depth) so a fleet spreads apart at zoom instead of overlapping; deeper zoom (min 1.01x, near-plane 0.08) opening close on the player's fleet
Carrier00 map rework: FLAT land discs (not spheres) sized by real radius so continents read as big landmasses; units small relative to land (land 14 >> carrier 2.4 >> ship/plane 1.2, YOU = thin ring not a sphere); deeper zoom (min 1.04x) + opens framed on the player's fleet
In first-person cockpit, the jet/bomber prop shows a clean spinning DISC (circle) instead of slow blades — forces the disc effect while flying fpv (dead engine still shows blades)
Carrier00 fog FIX: remove floating fog-slab billboards (the white 'lenses' in the sky); restore proper ENVELOPING scene.fog driven by server weather (fog/wet/cloud) — drive-through banks, floored ~360u (dense not white), deck+air alike
Carrier00 globe map: land sized by radius (continents = big landmasses, was invisible 2px dots) + white polar ice caps; cities now building-tower clusters sized by the city (replaced diamonds); opens zoomed to show whole globe; legend updated
Remove moon-glow halo (the floating white 'lens' tracking the moon across the sky) — moon disc stays
Carrier00 water polish: remove floating white sun-glint 'lens' sprite (camera-anchored billboard that receded on the horizon); tropical water bluer (less neon green); ocean emissive no longer self-lights its green tint
Carrier00 FF7 water (on the DEFAULT sphere ocean, not the unused flat one): animated scrolling water texture over seasonal color, denser visible wave lines, sun-glint sparkle + shimmer, day-brightened emissive depth; calms at night/storm
Carrier00 sky fix: remove gradient sky-dome (white bow artifact) + sun lens-flare/wide corona (weird lighting); simple sun anchored like the moon; clouds on a hemisphere shell like stars (no more bow)
Globe map polish (city/carrier/your-unit glyphs + name labels + legend + live updates while open); REMOVE city light-haze gradient; add subtle warm-orange runway ground-glow at night
Carrier00 diplomacy+leaderboard polish: players folded into survival-optimal balance-of-power (dominant human = regional coalition target, carrier-preservation kept); alliance/war/peace announcements on log; leaderboard POWER tab ranks all factions incl AIs w/ ally/enemy coloring + Diplomacy panel
Carrier00 naval: PT boats screen-patrol the carrier (random waypoints), auto-rescue downed pilots, high-ROF orange flak vs low jets/ships, fragile (#6); PT boats sit at waterline (#7); destroyers orbit cities ~6x further out (#14)
Carrier00 atmosphere: white-core sun + corona + lens flare (#17); dark-blue->turquoise sky dome + FF7-style sea (waves+fresnel+sun glint) (#18); city night light-haze gradient (#15); pale blue-white daytime windows (#16)
Carrier00 seasonal visuals: snow+blizzard (climate/winter gated), low-poly ocean ice floes, seasonal water color (navy night/caribbean summer/icy winter/blue-moon polar), bluer glowing moon, climate-tinted stars
Client syncs server weather/season/time (shared+persistent), climateAt/currentSeason; fog SWAP — deck clear, flyers whited-out inside clouds (#5); clouds even around whole sky (#9); AIs found cities paced by cooldown+build-first gate (#4)
Server-authoritative seasons (moon cycle=10 days, summer/winter alternating) + persistent global weather (DB-backed, same for all, survives refresh, broadcast on join+change); client is MMO-only — offline shows overlay + freezes, single-player removed
Carrier00 geography overhaul: 61 islands across the WHOLE globe (14 archipelagos far apart + 2 continents + N/S ice poles); AIs redistributed 1-per-archipelago; one-time full world reset (geo_reset_v3) since the map moved
City helicopter system — black sleeker Huey parks on HQ roof, patrols city (avoid buildings, cover runway, hover/elevation), shoots intruders, police lights (2min/30s + permanent while ferrying), summon-and-ride from command center (map destination or patrol), walkable Huey cabin
Rebuilt command deck from scratch — spacious windowed bridge (wrap-around sea/deck view, radar chart table, captain's chair, helm, console banks, lighting); enter with F at the island, F=helm, I=leave; interior-larger-than-exterior, no hull rescale
Warships path AROUND cities + carriers (tangent steering + push-off) for AI and player; board + walk on battleship/destroyer decks (foot collision, ride the moving hull, F to step out of a landed heli onto the deck)
My Carrier HP bar (top-left above Longest Alive); carrier helis fly rectangle patrol + engage-and-return; fix command-center flicker + residence height churn (client building-diff + stable 8-tier height; server only re-broadcasts a city on tier change, not every pop tick)
RTS 3D globe map (M/🌍 — rotate/zoom, islands+cities by owner, you-are-here); AI carriers now PRESERVED (patrol home, never chase player, raid regionally via fleet); AI death = full reset (empire to neutral, new personality/name/far location)
Global Stats panel (factions/cities/3 graphs); lock-on overhaul (aim-based, render-distance capped, works from deck incl enemy CAP); real No-room-spam fix (silent on snapshot rebuilds) + informative msg; fog no longer pure-white inside (keeps ~420u vision)
Heavier low storm clouds scaling with rain + drive-through volumetric fog layers; Global Stats backend (per-faction/global aggregates, kill/death counters, time-series, GET /carrier00/global-stats)
Rifle muzzle = orange tip (no expanding circles); jet targets CAP-first then by lethality, wider air engagement, divide targets; AI cities wiped+redistributed once, balance-of-power alliances/wars (gang up on leader, allies don't fight), leanness via economics NOT unit caps
Build caps (1 rocket/command/sub) + no foundation-on-foundation + foundation only near empty island + hangared city jets visible/takeable on runway + fix 'No room' spam; AI carriers slowly self-repair out of combat (2.5x near home port)
Carrier00 AI: factions stay regional (expand+defend, fight local rivals) instead of dogpiling the lone human — unprovoked targeting now reach-gated to ~6000u of own territory; only a faction the player actually attacked (real grudge) hunts across the map
Real phosphor radar sweep (sector paint+fade, 512px), enemy-only labels + lock-on for all units (name above/dist below), thin props, spinning-disc effect; even AI spawn distribution (golden-angle, respawn at own base not on player)
Carrier00 nuke: require Space Program to launch; razed city + green-water/smoke contamination persist 24h in shared world (survives refresh), bots skip contaminated sites
Carrier00 perf: cap DPR 1.5, throttle 1024px radar canvas+texture upload + minimap 60Hz->12Hz (biggest lag source)
Social system (18+ TOS, player directory, friends, mail) + sub 360 turn, full-sphere stars, parked-heli real model+2 slots, orange nuke trail
Carrier00 Wave 1: patrol ships now truly CIRCLE their city (sim-verified, 0 reversals — orbit clock went stale during foe-chase; now uses the jet-loiter math); Tab lock-on = flying targets only for jets + in-front closest-first; frozen CAP/enemy-plane labels removed on death
Carrier00 additive geography: +47 islands (IDs 12-58) across the huge globe — 10 archipelagos, 5 lone far islands, 2 continents (dense 6-island clusters for ~5 nations each); existing cluster (IDs 0-11) + all cities untouched; client island gen + server bots.ts genIslands kept byte-identical
Carrier00 AI engine: personality-driven server bots (8 archetypes — aggressive/defensive/tit-for-tat/forgiving/unforgiving/expansionist/raider/neutral + jitter), varied human-like empire build by personality, more bots (5, cap 6) that expand + new factions spawn over time, action-history GRUDGE/enmity that makes bots retaliate against + hunt human players who attack them (fixes 'enemy never attacks me')
In-game Bug Report / Feature Request system — 📣 button -> submit (bug|feature) to carrier00_feedback DB; 'My Reports' shows dev responses back to the player; admin GET /all + POST /{id}/respond endpoints
Warships+PT boats now AA enemy planes (altitude-aware foe pick); destroyer missiles stay surface-only; enemy planes strafe/bomb your fleet; enemy reliably raids you; heli sound now smooth jet-like air-rush (no headache whump). Server: announce player online/first-time/offline/respawn in chat
Carrier00 submarine Phase 4: walkable interior (I key) — Navigation/Torpedo/Berths/Mess rooms; damage opens room LEAKS that flood over time, drag the hull down and spread through open doors; close WATERTIGHT DOORS (E) to seal a flooded compartment and save the boat; flooding HUD + critical warnings
Carrier00 Phase 3 — NUCLEAR MISSILE: sub-launched (N console, 5M/warhead, max 2), targets only enemy cities/large ships; JDAM arc (climb to orbit -> cruise -> fall ~5x jet speed) with a ~5s climb-phase jet-intercept window; impact = yellow->white screen flash, city firestorm, 1.5h black pall, green no-fishing water, MAD chat alerts to the whole server
Carrier00 submarine Phase 2b: SONAR scope (heading-up contact display — surface ships, submerged subs, shoreline; 1800u range) + PERISCOPE view (V key, only at periscope depth — eye at the mast head just above water with a round periscope overlay). Completes the playable-sub phase
Carrier00 submarine Phase 2c: straight-running torpedoes (fire = aim by pointing the bow, 2-shot rack + reload, lethal vs ships/carriers/subs); sub-vs-sub kills; submerged subs are IMMUNE to all aircraft guns/AA (only torpedoes from other subs can hit them); surfaced subs vulnerable
Carrier00 submarine Phase 2a: pilot a sub underwater (W/S throttle, A/D steer, X dive/surface, [ ] depth bands), FUEL (runs out → must surface to refuel at a friendly port) and AIR (drains submerged, refills surfaced; suffocation forces emergency surface + damage), depth/fuel/air HUD gauges
Generated 2026-07-16 from git across all CommsLink repos · page 4/6, showing 301–400 of 581 Carrier00 ships · complete record: /changelog.txt · /changelog.json.