![]() ![]() All vehicles can also be tied to a "Go" code. ![]() Waypoint altitudes are inherited from the previous waypoint placed. This can be useful to prevent aircraft from flying too low and being shot down by anti-aircraft fire. If the waypoint belongs to an aircraft, you can have the waypoint set at a specific altitude.Hop into the Albatross and set the gimballed camera to manual, but leave everything else on automatic - letting you spot all the enemies on the island from a safe altitude without worrying about crashing.Ĭlicking on a waypoint shows some additional options.Ĭlicking on an individual waypoint brings up a few additional options: Conversely, set up a looping path of waypoints around an island for your Albatross to follow.You can now fly the Albatross and attack ground targets with gun runs. If you're flying an Albatross with the default loadout, set the flying controls to manual, then switch to an autocannon and switch that to manual, and repeat for the second autocannon. When flying, all targets are invisible unless you have a weapon selected.Conversely, leave the gun on automatic and take manual control of driving to drive very evasively while letting the AI shoot for you.For ground vehicles, set a waypoint and leave the driving on automatic to have the vehicle drive around while you gun.There are a few notable combinations for this that can help you offload some work to the AI. You can then cycle through the vehicle itself and its weapons to determine what items are automatic (yellow bar) or manual (green bar). Vehicles can be made to return to the carrier by simply clicking on the unit and dragging a waypoint directly to the carrier.Ĭarrier vehicles can be manually controlled by clicking on them, and then clicking on the Camera button. This is useful to prevent Albatrosses and Mantas from flying over to the next island, or having them fly recon circuits around another island. Attaching the end waypoint onto another waypoint creates a loop that the vehicle will follow until it runs out of fuel. This sets up a waypoint system for vehicles to follow. Vehicles can also be set to follow a patrol path by clicking on a vehicle's destination and dragging to another point on the map. Clicking and dragging on top of an enemy vehicle will prompt an attack order, and you can specify which weapons the vehicle is to use. Moving vehicles involves clicking on the vehicles itself and dragging a path to its destination. ![]() ![]() The Barge is a vessel that facilitates cargo deliveries from owned factories to the carrier they can be steered and navigated manually, but there's no practical purpose to doing so because players cannot load items onto a barge they are controlling.Īn Albatross circles an island to scout for the land assault. The Swordfish is a larger escort used exclusively by the AI. Player-controlled Needlefish do not have usable weapons, though they can be steered and navigated manually. The Needlefish is a small escort ship that can provide fire support to the carrier, and can be used by both the AI and players. The Seal, Walrus, Bear, Mule, Razorbill, Petrel, Albatross, and Manta are the playable craft that can be launched from your carrier. When viewed through cameras, units have abbreviations to identify them. However, if you are able to sit at an empty drone control seat first, you can then interact with the ship's log normally. Oddly, attempting to interact with this screen directly requires the leftmost vehicle control seat to be empty. The border glows when an update is available, and the alert can be dismissed by looking at the screen. This updates as players join and leave the game, as enemies are destroyed, and as vehicles are lost in battle. To the right of the runway lights is the ship's log. These lights can be used at night to help pilots get their bearings, though in PvP these lights can quickly identify an enemy carrier. Above that are the controls for the runway lights - the green lights at the start (the stern of the ship), the red lights at the end (the bow), and white lights indicating the runway edge. To the left are movable spotlights that can be aimed anywhere on the flight deck. With only three consoles, only three players can control vehicles at any time. There are three consoles on the starboard side of the bridge used to control vehicles. There are various vehicles you will command in Carrier Command 2, and fall broadly in two categories: Surface (amphibious) vehicles and Air vehicles. ![]()
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