Feel the power of flying the AV8B Harrier II. A middle ground flight and naval combat simulator with mission planner & fully dynamic open ended campaign. Showstopping VR.
All Reviews:
Mixed (161) - 55% of the 161 user reviews for this game are positive.
Release Date:
Jun 6, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We believe that by releasing in EA we will make a better game. EA player feedback is invaluable in that it allows us to listen to what flight simmers think and want, which is then reflected through development.”

Approximately how long will this game be in Early Access?

“Our development road-map has a player reaction focus so the amount of time spent in EA largely depends on them.”

How is the full version planned to differ from the Early Access version?

“Development reflects EA feedback and requests. The features list in the 'About this game' section below describes what's available now and what else will be added before we transition to v1.”

What is the current state of the Early Access version?

“CAP2 is currently a single player game with fully immersive simulation and strategic gameplay. Again - see the 'About this game' section for more detail on what's currently in-game.”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we add new content and features.”

How are you planning on involving the Community in your development process?

“We are closely monitoring the community forums, hubs, blogs and social media channels - we cannot respond to EVERY query or bug report, we've already learnt that's impossible! But rest assured we are observing, we will answer through improving the game and communicating what we've done!

We have a number of key communications channels:

Dev Sit Rep - behind the scenes day to day updates and discussions

Get notified when a patch drops and stay updated with other key news by submitting your email address here: http://combatairpatrol2.com/stay-updated We only email you with key news so you wont be inundated with loads of emails.

Main bug thread - so everyone can stay in the loop with whats been reported

Join our facebook community to see new screens as we publish them or follow us on twitter:

Dev Blog - more detailed and technical updates, usually reserved for a patch.

Ultimately, we are shaping the game around EA players so come and join the crew, and if not we hope to see you back when we transition to full release!”
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Recent updates View all (38)

May 15

v812.1 Available now!

v812.1 is available now. We are enabling some more artistic camera modes and grabbing some new eye candy over the next few days which we will add to this article so check back regularly. There's some campaign news towards the end of this article so be sure to scroll down if that's what interests you :)

As well as hundreds of bug fixes and any previously reported crash fixes, here's the bulk of the feature improvements we've made:
  • Animated cockpit controls
  • Full control of interior & exterior lighting
  • Ability to set Bingo fuel level, select displayed fuel value
  • HUD reject level switch implemented to declutter HUD displays
  • HUD brightness rotary
  • Upfront Display brightness rotary
  • RWR Volume rotary
  • Seat adjust switch (left side of cockpit) actually moves the seat forwards & backwards, adjusting your cockpit viewpoint
  • Autopilot switches work as per AV8B manual. There are now three modes: off, AFC on & AFC with altitude hold. If the autopilot is engaged with the aircraft outside of ~5deg of pitch or roll it is held at that pitch or roll, otherwise it'll settle at wings or nose level
  • As per the AV8B manual there are now four HUD modes, VSTOL, NAV, AG & AA. Select by clicking the Master Mode buttons to the left of the main panel. For inflight refueling click the AAR switch on the lower left panel to extend the probe and trigger refueling help
  • Updates to targeting pod displays and operation
  • LGB's added and functioning
  • Internal updates to weapon collision code
  • Added targets to Chocolate Mountain Range
  • Updated Harrier cockpit and fuselage
  • Added V-22 Osprey and P-3 Orion
  • Added static deck crew
  • Depth of Field option added to renderer

VR updates include:
  • Updates to latest API versions
  • VR specific gamma control
  • VR specific optimisations
  • Mirror screen improvements (OpenVR only)
  • MSAA changes applied immediately (OpenVR & standard renderer)
  • Mission planner drawn in VR (renderer is not yet optimised, may show hourglass in VR)

The next few small updates will include:
  • Re-enable Gulf civilian traffic
  • Re-enable Fleet defenses
  • Updates to HUD & radar display as per AV8B references. These include updates to Gun and sidewinder displays, auto acquisition modes, boresight, AIM9 SEAM modes etc.
  • Enable 'Single Missions' in the Gulf
  • Display 'In Mission' tactical view
  • Updates to aircraft AI

Campaign News

After those updates it's time to work on the campaign mode. There'll be multiple campaigns. First to be implemented will be smaller campaigns/operations with objectives such as neutralizing Island bases and threats. Think this: Operation Praying Mantis[en.wikipedia.org]. The wider scale campaigns will follow.

From a technical standpoint the campaigns are simulated minute by minute with acceleration as required for times such as lulls in combat. You'll set which events will disable acceleration such as new radar contacts, enemy proximity to assets, distress calls etc.

From the main campaign screen you'll be able to switch to a 3D view of any of your assets (carrier/aircraft/ships/drones) at any time. During flight you'll be able to switch to the Tactical view & your AC will enable autopilot with Alt hold till you return. You'll have a limited no. of airframes; return to the ship with damage and that airframe will be unavailable for a length of time based on damage level.

We've had (and answered) some interesting questions on the campaign since releasing this news. This is great and its helping shape the game, you can get involved here: https://steamcommunity.com/app/347170/discussions/0/154642447927175939/?ctp=33

Development is changing to more gameplay based elements now, heck we might even start publicizing it soon!

Stay tuned :steamhappy:
6 comments Read more

February 4

v11.1 - Available now in the beta branch!

So, v811.1 is in the Beta channel now, updates include:

Fix for the video mode selection. Also correct frequency should be selected, previously it defaulted to 60hz

You can now land on the QE (or any other ship but that's not recommended)

You can takeoff from the QE using the ski-jump. It's surprising how much this helps you get airborne with a heavy load. There's a UK free flight mission starting from the QE deck.

The MFD map display has been updated. It now uses a generated map of the area. It shows terrain, road, rail, locations, waypoints etc. Very handy for knowing where you are, or going. Just like a map...

The target pod display has been updated. The next update should see it fully functional.

LGB's are added and available via a preset loadout. They will be fully function in the next update in tandem with the target pod display.

In control settings you have an option to disable the hardwired cursor key mappings if you'd rather map them differently.

In graphics options you can adjust the display saturation (all the way to black & white if you're feeling 'arty')

3d models for runway & taxiway edge lights added.

OSM building generation fixes & improvements.

General scene lighting improvements using a PBR approach.

The next update should be relatively minor, completing pod displays, fixing bugs etc so I'd expect it within the week.
13 comments Read more
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“It really was another one of those VR experiences that were like - wow..so this is how it always SHOULD have been!”
Beach AV8R (Mudspike)

“Man what great potential. I basically just set up some controls and went through a few of the tutorials so far. Coming from DCS this is honestly a breath of fresh air...”

About This Game

Feel the power of flying the AV8B Harrier II. A flight and naval combat simulator with mission planner and fully dynamic open ended campaign. CAP2 is a middle ground simulator, you won't need to read a 300 page manual to get off the ground, nor will you be carrying dozens of missiles when you fire it up.

CAP2 uses a custom built engine that delivers a totally unique, immersive and realistic experience. After initial flight and tactical training you will be pitched into an immersive scenario against aggressive ground, sea and air based enemies. Use the fully articulated cockpit, your skills as a pilot and your tactical awareness to engage in dogfights, carry out ground attacks and command your fleet to ultimately ensure the safety of your comrades and the final capitulation of the enemy.

Strategic decisions such as commanding your fleet on the tactical map and your performance in the air will affect the final outcome: Go 'gung ho' with a full out assault and the outcome will be in the balance or plan ahead and the end result will be your ultimate victory!

Should you buy CAP2 now?
If you don’t yet own CAP2 obviously we’d love for you to join the crew. We encourage you to read the features list carefully, particularly with reference to what's currently enabled so that you have the correct expectation.

Key Features - All of the features listed here are currently available unless otherwise stated. They are perhaps not 100% polished (after all its EA!) but enough to give players an idea of where the game is heading.

  • 3D Cockpit: AA and AG radar modes, MFD and HUD displays. Current selectable controls include: water injection, canopy latch, MFD buttons, gear, flap settings and more. Night illumination is also enabled, with separate adjustable lighting for self illuminated instruments and the cockpit floodlights. Current animated controls include: flightstick, throttle and nozzle angle. We plan to make every part of the cockpit selectable during EA.
  • Fuel tanks including associated fuel flow logic and displays, you’ll be able to mod them soon.
  • Weapons: Litening pod, AIM-9 Sidewinder, AIM-120 AMRAAM, AGM-65 Maverick, AGM-84 Harpoon, AGM-88 Harm, MK82 Bomb, MK83 Bomb, MK84 Bomb, LAU76.
  • Air to air refueling: KC767 tanker, realistic hose physics, 3 difficulty levels or toggle to off.
  • Radio comms: Radio exchanges, background chatter and formation control commands.
  • Moddability: Harrier fuselage and cockpit photo is available now. Helmet art and fuel tanks to be added soon.
  • Sound: 3D environmental audio

  • Protect the straits of Hormuz and train in some of the most iconic sites across the globe including: Yuma (Arizona), Kaneohe Bay (Hawaii) and The Mach Loop (Wales)
  • Geographically accurate environmental lighting, based on longitude, latitude, date and time.
  • OpenStreetMap data accurately places buildings, vegetation, rail and roads. There are already thousands of objects in game and we are continuously adding more which drop with each new patch. Of course, a host of custom objects are also included, such as: power lines, lighthouses, water tanks, ATC towers, rigs etc. We've recently added lighting to roads, runways, taxiways and buildings, illuminating villages and cities which really adds to immersion.
  • TOD/lighting controls. Once the updated day/night sky shader is complete you'll be able to adjust the full 24hr cycle, plus advancing mission time will be added.
  • Accurate star map & realistic weather effects

  • Misson Genres: ​Air to air, air to land, maritime, training
  • Mission planner: Control your fleet and air assets, plan your mission waypoints and target ingress/egress together with your fleet formation, route and speed
  • Civilian traffic transit shipping lanes, enter & leave ports
​Please note: mission cycles and planner are currently under priority development and will be finalised soon.

Oculus Rift, HTC Vive an Open VR compatible headsets

CAP2 is currently a single player game, but here's what will be available when we enable MP:
  • Campaign co-op mode: take part in other players campaign missions or ask for help.
  • Fleet vs Fleet: play co-op against an AI fleet or against other players.
  • Send requests or opt for open invitation.

The following assets are in game now, we plan to add more assets during EA.
  • USS Nassau (LHA-4) with animated elevators, deck crane and deck tugs. Deck crew will be added soon.
  • MiG-21 (Recently improved)
  • F4 Phantoms
  • Fast attack boats
  • Ships & Submarines
  • ​KC767 tanker

  • Flightstick
  • Rudder and MFD panel support
  • Gamepad mode
  • Track IR support
  • Supports very wide screen aspect ratios

The CAP2 manual is more of a 'quickstart' guide at the moment. Obviously, its a work in progress which we will continue to add to as we move through EA. We have also recently activated the keyboard default controls. You can view the guide here: http://combatairpatrol2.com/manual

EA player requests - currently under consideration for development AFTER the key features above
Falklands campaign, dynamic weather system, additional aircraft

System Requirements

    • OS: 64 bit Windows 7
    • Processor: Core i3
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX750/AMD R7 250/AMD A10 APU
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Sound Card: 2 channel audio
    • OS: 64 bit Windows 10
    • Processor: Core i7
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX970/AMD Radeon R9 280
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Sound Card: 5.1 channel audio
    • Additional Notes: TrackIR and multiple controllers
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