BCMM

Feb 21, 2026

BCMM February 2026 Progress Report

This month has been relatively quiet as we've been busy with real-life commitments. That said, progress has definitely continued behind the scenes.

Here's what we've been working on.

Fixing Bugs

We've resolved several long-standing stock game issues that we've been tracking for years and had placed on the backburner. These include problems such as Mission Group Remove/Add call freezes and various CTDs. Cleaning these up improves overall engine stability and provides a stronger foundation for everything built on top of BCMM.

NanoFX in Single Player

NanoFX has now been fully enabled for Single Player.

Unlike previous Bridge Commander mod builds, BCMM uses a controlled whitelist system to determine which components can run in Single Player. Thanks to several SP-side enhancements and internal improvements, NanoFX is now fully supported and stable within the campaign environment.

Large-Scale Battle Simulation Prototype

We are currently developing a prototype system designed to emulate truly massive fleet battles within BCMM.

Rather than placing thousands of ships on-screen at once, the battle is simulated at a broader strategic level. The player participates in one visible sector of a much larger engagement, while the wider conflict continues to evolve dynamically in the background.

This background simulation influences reinforcements, damage states, attrition, and overall battle momentum. The result is the ability to recreate large cinematic fleet engagements while maintaining performance, stability, and immersion.

Over time, this system could form the foundation for fleet-scale warfare within a living, evolving universe.

Author: Mario  ·  posted at 21:01  ·   ·  BCMM  report