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: 2,360 ships and counting.
Carrier00 submarine Phase 1b/1c: large black state-of-the-art sub model; slow surface/dive (~5-6s, only top 1/3 shows when surfaced); submerged subs fade to near-invisible to surface viewers (pilot/underwater camera still see them); heli pad active only when surfaced; subs now cost 10M and build only in a city with a Command Center (removed from Dock)
Carrier00 submarine foundation (Phase 1a): ocean now has an uneven seabed — deterministic seabedDepth(x,z) (deep open water ~120u, ramps to 0 at shorelines), a performant player-following seabed grid, and submarines clamp to the seafloor. Plus SUBMARINE_NUKE_PLAN.md design doc
Carrier00 fixes: heli vertical (Shift/Space=up, Ctrl=down — was both down); ship city-patrol now actually circles (lapping-guard reset was overriding the orbit clock every frame; enemy/bot ships had no patrol at all — both fixed); Tab-lock now targets nearest to the aim reticle in 2D screen space (what you're aiming at)
Ally labels now BLUE (own=green/ally=blue/enemy=red; fixes CAP planes showing green); big procedural audio pass — ambient ocean/wind bed, helicopter rotor whump+turbine, ship wake, richer gun/explosion/thunder/naval-gun/lock one-shots, single master bus
Clouds stay at altitude and drift (were rising out of the sea on the sphere — now camera-relative like stars); dumb-simple heli controls — W/S fly fwd/back, A/D turn, Space up / Shift down, release = rock-solid hover (grandma-friendly)
Carrier00 batch 2: fix target label frozen on screen after death (lock now cleared in all death paths); land a heli on a building rooftop then F to get out + walk the roof (F by the heli re-boards); arrow keys = free-look camera (3rd + 1st person), eases back to default on release
Carrier00 batch: battleship heli pad moved to clear foredeck (was on the rear turret); jets get a visible tail fin (parked + flying); fishing boats 0.67x size + white + tiny deck-mounted gun; city patrol is now a true circle (free-running phase, no more in-out parabola)
Carrier00 helicopter rework: VTOL (rotor spins up ~1s then lifts straight up, no runway); collective=vertical (min throttle hovers, max climbs), tilt to choose direction; Huey-style model (roomy cabin for ~4, tail boom+rotor, skids, 2-blade main rotor)
Carrier00 deck v2: runway moved to PORT side (clear), all aircraft parked angled 45deg along the STARBOARD side with wide spacing (no more touching wingtips); removed the angled runway; bombers are now city/airport-only (removed from carrier shop + starting wing + restore); fleet = 4 fighters
Carrier ~2x longer (z-stretched voxels = same mesh count, no lag); island/bridge moved aft; deck is now a SOLID surface you can't fall off (walk clamps at the rail, no accidental overboard); aircraft respread over the longer forward deck (28 spots); proper flight-deck markings — axial takeoff runway + angled landing runway w/ centrelines & piano-key thresholds
Bow wave is now clean flat foam LINES on the water (V from the bow), not a smoke puff. New AI command — N key + Command Center 'Recall All' button — orders every airborne carrier plane home to land, refuel, rearm & repair
Carrier00 bomber rework: heavy B-52-style model (~2x size, 4 engine pods), hp 16→64 + bigger hit box, survives losing engines (knockout+smoke, no death-spiral), heavy low-ROF forward gun, drops a 3-bomb stick (easier to aim), and takes a FULL deck row to park
Carrier00 ship patrol + anti-overlap: warships now patrol a real CIRCLE around their island (monotonic phase that always leads the ship's bearing; slow-to-turn throttle so even battleships hug the ring; per-ship sub-ring stagger) — fixes the radial out-and-back ping-pong. New separateUnits() keeps ships apart from ships and planes apart from planes
Carrier00 crew roster fix: (1) MP persistence bug — hired pilots beyond the starting 3 were dropped on reload; now the full roster is restored. (2) Crew menu + HQ now list EVERY pilot manning your craft (named + rookie), not just named roster → '10 in the air shows 3' fixed
Ships fully persistent — each ship's location + heading + patrol-home + damage saved to DB and loaded verbatim on every refresh (no client-side placement). Backward-compatible with legacy type-only saves
Fix fleet stacking on the carrier after refresh — restored ships now spawn in a spread escort formation (min radius, golden-angle, never overlap) and re-home to your island once the world snapshot arrives (was: island race → fleet fell back onto the carrier)
Distance-gate ALL explosion sounds (sfxBoom) — distant AI combat (bombs, missiles, fishing-boat fights, plane/ship deaths) no longer bangs at full volume; that was the random 'knocking' at spawn
Calmer muted teal-blue water (matches old reference); fix random distant 'banging' — AI battleship main-gun sound now falls off with distance (650u cap, was full-volume to 1100u)
Carrier00 rocket: trajectory now bold always-on-top dots (1px line was invisible); shuttle cockpit frame + instrument panel (navball attitude w/ prograde marker, throttle + fuel gauges); mouse-wheel zoom on all 3rd-person chase cams; stronger afterburner boost (Shift) w/ bigger flame
Carrier00 rocket: cockpit view (fly it like a plane) — camera rides the nose and banks/pitches with the ship; C toggles cockpit/chase, defaults to cockpit on launch
Carrier00 fix: shuttle/orbiter weren't rendering — Object.assign({position}) on a Mesh throws in strict mode (Object3D.position is non-writable), aborting the build. Switched to .position.set(); the shuttle now appears on the pad + the launch orbiter works
Carrier00 #67 part 2: rocket → real orbit. Y launches the shuttle from your Rocket Center into a true 3D Newtonian gravity flight; trajectory line ahead colored green=will-hit / blue=stable orbit / orange=raising / red=escape; M = trajectory map (pull back to see the whole planet); orbital LOD; HUD shows alt/speed/fuel/state
Carrier00 #67 (part 1): Rocket Center building (1M) — a launch complex with pad, gantry + an impressive Space-Shuttle stack (orange tank, 2 SRBs, winged orbiter) by the sea, a status symbol of the city's reach
Carrier00 #4: teching up — Research in the shop (5 levels, escalating cost) gives +22% unit HP & +15% income per level (boosts existing + new units, persists); the SP AI auto-techs its fleet over a match
Carrier00 #12: land a heli on a warship → G to take command and drive the battleship/destroyer (your heli rides the deck) · G again or F to climb back in
Carrier00 #8/#9: residential towers grow taller with population; command-center height scales with leaderboard rank (1st 25% taller than 2nd... to 10th)
Carrier00 batch: contrails bank-only + continuous wingtip lines (no center exhaust on own plane); carrier wake only when moving; explosion=noise (no drum) + lightning=thunder; sea deeper turquoise + de-milked; fishing fleet 25% (1.25/house, feeds 80), spread wide, price 10k, stern gun that shoots nearby boats
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)
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)
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
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
Planes now ALWAYS leave a contrail while flying (was only on hard turns/boost, so normal flight showed nothing) + easier turn-trail threshold
Carrier00 sphere: counter now shows nearest-puff distance to pinpoint whether particles are by you (draw bug) or spawning far
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
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
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)
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
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)
Enemy/bot carriers shoot back (AA at your planes); patrol fighters auto-engage enemy carriers/planes in a wide radius
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
Rain = line streaks (smoother, cheaper, no waves); fix carrier-FULL-but-empty (free dead planes' parking slots) + persist only living planes
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
Warships engage planes at altitude + longer gun range + shell nearby enemy fishing boats (less passive patrollers)
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
No-store on /carrier00 page (was cached 1yr → stale build broke the MP auth handshake for returning players)
Tighter fishing grounds + active AI boat raids; race-proof MP auth handshake + OFFLINE indicator (fix friend stuck in single-player)
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
Carrier00 page: answer the game's credential-request handshake (race-proof auth so MP always connects)
Fishing-boat cockpit window, flush deck-square lights, Shift sprint, analogue rifle ammo, x5/x6 warships, props on landed planes + spin during takeoff
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)
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
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
Population-driven income (boats→food→pop→tax), pop+boats resource bar, reworked income HUD (no B:shop), chat combat log, clean center view
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)
Fishing-boat resource bar + spread-out fishing grounds + auto-produce/buy; warships patrol home-city rings; grandfather existing cities to full fleet
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
Fishing boats fully persistent + server-authoritative (carrier00_world), shared + raidable across clients, survive relog; AI cities restock
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
Carrier00 economy fix: fishing no longer craters city tax (>=70% floor), full tax per tick, honest HUD, cheap fast boats
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
Chat tabs+whisper+leaderboard, carrier rank labels, spread+labeled fishing boats, relaxed roll-flight
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
Carrier00 fixes: real-pilots-only stand by planes, heading-up navigation minimap, fainter landing lights, right-click ADS, default first-person
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
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
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
Carrier00 #13: MMO global chat + destruction logs (bottom-left, Enter), captains-online panel (U) ranked by survival streak; server roster/chat/log relays
#13 MMO UI: global chat (bottom-left, Enter to talk) + destruction logs, captains-online panel (U) ranked by survival streak
Carrier00 #12: shared real-clock day/night (5/10/5 + 20 night), phased moon, puffy clouds, rain+lightning, sky-reflecting water
#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
Carrier00 #7: visible repair-crew engineers (vest/hat/wrench) repair+refuel damaged planes, repair bay by the tower, shootable deck planes+crew
#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
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
Rifle also usable in first-person on deck (shared rifleTick)
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
On-foot ashore + swimming + land on city runway + walk to Command HQ + quality runway/streets
On-foot ashore + swimming + land on a proper city runway + walk to HQ
AI carriers stand off + survive, coastal guns, full city-destruction cleanup + smoke/burn, Foundation rename
Carriers stand off + survive; coastal guns; city-destruction cleanup + smoke/burn; rename dock->Foundation
Persistent carriers — attackable + sinkable + defended while offline; owner reconciles/respawns on login
Persistent carriers: attackable + sinkable while offline (hardcore model)
Persist air deployment (patrolling wingmen stay up), carrier heading, crew XP, bought aircraft
Persist air deployment + carrier heading + crew XP + bought aircraft
Lock city CAP defenders + enemy buildings (bomb-run targeting)
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
Lock + kill enemy AI planes (per-plane hit index) + AI now engages enemy players
Generated 2026-07-17 from git across all CommsLink repos · page 5/6, showing 401–500 of 581 Carrier00 ships · complete record: /changelog.txt · /changelog.json.