BCMM FAQ
Q: Where did BCMM originate from?
A: BCMM was originally conceptualized by bridge modder Lurok91 back in 2011. His vision laid the groundwork for what would eventually become the foundation of this project.
You can read his original post here to see how the idea began.
Q: What is BCMM trying to accomplish?
A: To modernize Bridge Commander for the 21st century — not just with visuals, but with architecture, systems, and gameplay depth.
Q: Who are the BCMM developers?
A: Adonis, Blackrook32, Cordanilus, Darkthunder, Jb06, Lurok91, and Mario.
Q: What sets BCMM apart from other mods?
A: A tight-knit group of veteran developers working on a focused, collaborative passion project — paired with technical innovations that push the game engine beyond anything previously thought possible.
Q: What can you tell us about BCMM’s stability improvements?
A: BCMM features multiple layers of stability enhancements, both low-level and high-level. These improvements allow the game to handle significantly more ships and combat activity than before — depending on your system’s hardware.
For example, in internal tests like the Omarion Nebula scenario, BCMM sustained 170 ships in combat at around 60–70 FPS on modern mid-range hardware.
Q: What is EarthFX?
A: EarthFX is the module powering atmospheric flight logic. Originally conceptualized as part of the early BCS-TNG goals, it now pairs with Project Skybox, a visual layer created by Cordanilus, to enable true planetary interaction.
Q: How many new ships, systems, or technologies will be featured in BCMM?
A: No additional tech systems like FTech are included. Ships and systems are still being finalized.
Q: What bridges will BCMM include?
A: Current bridges include: Saber, Sovereign, Valdore, Warbird, Akira, Dauntless, Enterprise-E, Excelsior PDW Refit, Galaxy, Galor, Geronimo, Nebula, and Nightingale.
Q: Are there new “travel” features like Slipstream?
A: No. Travel is handled traditionally.
Q: How many new systems will be explorable?
A: As mentioned above, the number of systems is still being finalized.
Q: What is the estimated download size?
A: Currently over 2 GB compressed.
Q: How long has BCMM been in development?
A: The concept dates back over 15 years. Development under the current team has been ongoing for about 1.5 years.
Q: Are any other mods required to run BCMM?
A: No — only the base game.
Q: Are there any new menu functions in BCMM?
A: That depends on the game mode and any installed mods. BCMM itself doesn’t introduce new UI buttons or menu systems specific to the mod at this time.
Q: Will there be a new GUI?
A: A full GUI redesign is not currently planned.
Q: Are the voices in BCMM AI-generated?
A: Currently, some voices are AI-assisted. In the future, we may shift toward full voice acting where appropriate.
Q: Will BCMM support legacy mods (older Bridge Commander releases)?
A: Yes. BCMM is designed to be compatible with many legacy mods. In fact, parts of the ecosystem are self-healing in terms of compatibility. While we can’t say more at this time, ease of use and integration has been a major focus.
Q: Will BCUT be supported and compatible?
A: Yes. BCMM uses Foundation, so tools like BCUT will continue to work where appropriate.
Q: Will multiplayer be supported (if server hosting becomes viable)?
A: Multiplayer isn’t the primary focus at launch, but we plan to include basic functionality for those who want to experiment with it. More will depend on community feedback and feasibility.
Q: Will BCMM features be released separately for use with other mods?
A: No. BCMM is a tightly integrated platform — not a feature pack or toolkit. Its systems are interdependent and not designed for piecemeal use.