Revolution Evolution

There are a number of things I’d like to add to revolution, some big, some small. Some are made harder by having to merge other mods into Revolution.

Alpha/Beta

From v1.3 onwards we have a new way of releasing and play-testing the mod. I have a “Revolution x.y Beta” mod on the workshop that gets the development version, this could let more people try things out before they are ready. I’ll experiment with this soon.

The current release is v1.5.

1.6 Beta

There are a few things I have lined up for 1.6

  • Rework of EW
  • Some balance passes WRT manta weapons
  • Rework of the drydock “spectator cafe”

1.5 Optimization

  • Greatly improved CPU usage!
  • Support for HUD waypoints and aircraft refuelling
  • Extra visual assistance for the helm station (a kind of HUD for the helm)
  • Visual guides for guided and cruise missile targetting
  • Slighlty expanded vehicle options/capabilities

1.4 Sensors, Control, Feedback, Expansion

Tactical / Strategic changes

  • Ground vehicle HUD
    • better hud/range/drop guide for 100mm guns
  • Enhanced Torpedo guidance tools on holomaps
    • Show predicted paths of target ships based on distance from your carrier
  • Helicopter auto-landings on islands
  • Pause enemy island production by bombing their command center
  • Enhanced HUD display for AWACs
  • Aircraft now have an RWR fitted as standard to detect hostile active Radar sources.

1.4 Also unlocks the “rev tweaks” system with various other extension mods compatible with revolution adding things like vehicle upgrades, carrier cargo-loading, extra bridge displays and more.

1.3 Balance and Customisation

1.3 is mainly an attempt to re-balance some parts of the game and the mod. But there may be some QoL UI fixes here and there.

Using the settings mods (mods that only edit library_enum.lua to add revolution values) will be expanded, potentially allowing you to choose different Radar ranges, fog of war, chassis attachment choices or ship names than standard.

Things feel “good”. The game is stable and feedback for 1.3 is positive, the PvP re-balancing has proven popular and lead to more air-to-air dogfights and fewer carrier alpha-strikes.

v1.2 (first stable version)

  • General Updates
    • Fix post-launch carrier name selection
    • Optimised distance calculations to reduce CPU usage
  • Mod features
    • Albatross can now carry wingtip fuel tanks/ECMs
    • Razorbill can now have an optional “chin turret”
      • the droid multi-cannon can be fitted (no need to produce it from an island, the factory puts them in the box the RZR came in)
      • on auto, the gun is very inaccurate, but under human control is it deadly
    • Walrus can now use the 100mm heavy cannon
      • The smaller magazine sized 100mm gun packs a punch, but you only get 12 shots
    • Bear can now use the ECM and TV missiles
      • Bears can attach TV missiles to the side hardpoints, but take care to only fire when you have a clear path
      • Bears can attach the ECM pod instead of its main gun
        • When fitted, the ECM will make hostile operators screens see a carrier instead of the bear when they are between 10km and 5km
    • Double Virus Seal
      • Seal to be able to hold two virus bot pods.
    • Missile Sensors
      • IR, AA and TV missiles when fitted now relay their sensor data to the pilot, you can now see “hot” targets when they are in front of you at close range even if they are not tagged by the camera or RADAR
    • Radar Cross Section (RCS) modelling
      • The manta looks like a real stealth drone (X-47B) so lets treat it that way
        • Manta gains an extra internal gun port
        • In super stealth mode can get as close as 3km from a RADAR
      • Aircraft now show up further away if they are carrying external stores (bombs, guns, cameras, missiles etc)
    • Radar Warning Receiver (RWR)
      • Manta and Razorbill now come fitted with an RWR that gives a coarse indication of the nearest AWACS/Ship RADAR within 10km. Be careful though because these are easily damaged and fail.

v1.1

This was the first major update since the first release of Revolution.

Highlights include:

  • General updates
    • Updated UI enhancer
    • Updated Albatross AWACS
    • Updated core game library from v1.5.3 game update
  • Mod features
    • Community submitted carrier names, randomly chosen at game start for each team
    • Select the carrier name from the transmissions terminal
    • AWACS and ground RADAR HUD now shows a 10km ranged overview map of air threats with switchable modes showing speed, altitude and nearest hostile air unit
    • More aircraft HUD screens show hostile targets as grey diamonds where before they were not marked
    • Aircraft can fly below RADAR if you manually fly very low over the sea
    • Petrel info screen has “airlift nearest” and “cargo camera” options.
    • AWACS gains a slight range boost flying above 1600m altitude
    • Per-team barge numbers now limited by the number of carriers and barge islands you have, to reduce barge-spam in PvP games.
    • Holomap can place markers on the map viewable by operator screens
    • Holomap can quick-select aircraft
    • Holomap can show a basic “camera” view of some units (fun only, not really useful)