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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 19, 2026
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

Carrier00a3ee067

Airport building: hangar of 5 garrison aircraft that scramble to defend the city

Carrier00e511a64

Engineers + repair system: hire engineers to repair ships & buildings over time

Carrier00b34bcc8

Ships: all sinkable (flood/list/sink + smoke/fire) + Dock builds battleship/destroyer/submarine

Carrier0002bbf4a

World atmosphere: day/night cycle, lights, wave depth lines, carrier runway lights

Carrier00df33076

Cities have stakes: enemy raids your cities, buildings are destructible, defense towers defend

Jun 18, 2026
Carrier006f75934

Infrastructure: claim islands with a Dock + build grid cities (residential income, AA defense towers, plaza claim-insurance)

Carrier00b721023

Parachute bail-out + sea rescue: downed pilots chute into the water and get picked up

Carrier001e6678e

Crew roster moved to a K menu; hired pilots now appear on deck

Carrier004aeec94

Shop: hire pilots (random-named lvl-1) + a CREW roster panel; bought planes get your reserve pilots

Carrier00528e827

Setup screen + named crew roster + Captain + XP leveling that sharpens pilot aim

Carrier0085a87ee

Localized hit damage: wing hits shear the wing (plane spirals down), fuselage kills tumble as wrecks; M in controls + map legend

Carrier00659dac5

Looser enemy aim (tracers fly past) + Nav map (M) with click-waypoint carrier autopilot

Carrier00b336e65

Engines ~1/4 vol + gravity falloff (faint mid-field, swells up close); bomber bombing = forward view + always-on bombsight

Carrier00f0fd300

Jet/heli engine sound = filtered air-rush noise (was an annoying alarm-like tone); bomber grumble kept

Carrier00017a7d8

Bomber down-view, voxel breakup on death, Doppler engine sound, clearer cockpit, speed wind-blur

Carrier0099ef957

Auto-lock + lead reticle, stronger dive energy, cockpit-visible spray, bomber windshield fix, death=respawn aboard, no number keys, helm HUD declutter, explosion SFX + wind

Carrier003c77c68

Higher ceilings, faster small rounds + gun SFX, lock box, low-water spray, bomber bombsight, helm gauges

Carrier0013d30e2

Bridge helm + carrier driving (wake/bow wave), FPV free-look fix, tougher planes w/ fire+smoke, radar shows land, mini-radar z-fix

Carrier0050619d7

Fix hovering bug + AI speed/follow/boost, heli hover+reverse, per-plane mini-radar, fuel gauge

Carrier009f80375

Rebuild the bridge (bigger, furnished, doorway, fitted radar) + below-decks corridor

Carrier00e2b95e5

Boats park at the stern + are pilotable; idle boats no longer drift

Carrier00f977d3c

Bugs: patrol boats only fire at LOW targets; AI wingmen RTB to refuel

Carrier005586a1b

VFX: wingtip contrails on hard turns + boost smoke trail + sea shadows for depth

Carrier0043bd6d9

First-person on foot + in flight = C; persistent throttle; cockpit instruments

Carrier00a2cb9f3

First-person cockpit (F), high-res canvas radar (10x), clean flight deck

Carrier002d2c8b5

Carrier interior: walk-up control tower with a live radar table + watertight section doors

Carrier003e404cd

Fix AI bank direction: roll INTO the turn (was dipping the outside wing)

Carrier008b09748

Bug pass: commander facing, auto-land, AI banking + 10x wider turns, bomber bomb-runs, carrier AA

Carrier003b5e762

Chunk 7: runway-roll takeoff — planes accelerate down the deck and rotate off the bow

Carrier001db7bd2

Chunk 4-6: credits + shop + 5 vehicle types + naval escorts + land-to-refuel

Carrier00f0ba3ef

Chunk 3: fuel (5min, empty=dead engine) + heli guns + naval (boat) movement branch

Carrier004814b73

Chunk 2: 3x carrier size (voxel V 1.8->5.4) + 3x separation (z +-660)

Carrier004a7eaab

Chunk 1: pointer-lock mouse capture (cursor stays in window) + economy state scaffold

Carrier00a793ad3

Wingmen actually fight: lead-aim + smart per-plane target selection

Carrier003428d8d

ROOT CAUSE: AI flew AWAY from targets — Object3D.lookAt aims +z but the nose is -z

Carrier00e099adf

Formup while flying = orbit around the player (reuse the working loiter) instead of fragile V-trail

Carrier005502235

Formup escort: wingmen throttle up to keep pace + tuck into a V trailing the flagship

Carrier000ffab0c

Make AI actually turn: 2.7x agile slerp so wingmen hold a circle instead of flying near-straight

Carrier0000d48ce

Tighten wingman orbit: climb-out heads toward target (not straight out) + converging ring loiter

Carrier00fafa3d0

Actually stop wingmen crashing: anti-crash floor + no-stall now key on WHO is flying, not which side owns the plane

Carrier006f4474c

Wingmen orbit the carrier instead of wandering off — loiter pattern

Carrier00e41bdf8

Fix AI planes diving into the ocean on launch: climb-out phase + low-alt guard + soft floor

Carrier00419aae5

Deck mouse-look: cursor orbits the third-person camera; WASD now walks relative to the view

Carrier00357c612

Menu close (X) + squadron-order feedback toasts

Carrier003157f91

Deck phase: start as the Commander on foot — walk the deck, board a plane (F), or scramble your crew (L)

Carrier0093c6689

Fix wingman crash: player planes flown as AI wingmen took the player-control branch and threw on missing ctx.input — gate player control on ctx.input present

Carrier003a461f3

Make the game loop crash-proof (catch+log per-frame errors so a stray throw can't freeze the game) + guard wingman target

Carrier001921b07

Squadron Commander: AI wingmen you command (lock-on + orders), callsign labels

Carrier005c4aa60

PLAN: AI crew = simple 3D Roblox-style humanoids (shared rig with player avatar, jaw lip-sync, animations, ranks) + record the lock-on target-designation decision

Carrier00bce3cb8

PLAN: voiced LLM-commanded AI squadron (LLM talks/interprets, code flies; callsigns, Polly, comms face, parachute-rescue)

Carrier00685355c

PLAN: commander-embodiment, deck ops, AI wingmen (=offline defense), rogue AI faction, fleet variety, char creator + the flat-vs-globe decision

Carrier0031a8273

Add PLAN.md — full design/build plan (persistent social-diplomacy game vision)

Carrier00af42eeb

Boost+flames, islands, water-crash death, real-ish flight (stall/oxygen ceiling), altitude HUD

Carrier0064806a1

Controls: add A/D wing roll alongside mouse pitch/yaw steering

Carrier009dfbcce

Controls: mouse steers, left-click fires, W/S throttle, Space airbrake

Carrier00f5c900c

Carrier00 Phase 1: voxel-carrier air/naval combat vertical slice

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Generated 2026-07-17 from git across all CommsLink repos · page 6/6, showing 501581 of 581 Carrier00 ships · complete record: /changelog.txt · /changelog.json.