The short term planFri, 24 July 2020
The main feature of the already released version 0.6 was the full rewrite of the integration layer between the rendering engine and the physics engine(s), something I call the True Scale System (TSS). The old integration logic was the weakest point of the simulator, and the benefits of its rewrite can clearly be seen and felt when playing Mercury. In addition, version 0.6 introduced a lot of new things to Mercury as well, making 0.6 one of the largest updates yet. The work surrounding the rewrite for TSS is immense, but well worth the efforts.
TSS for Gemini required new things to be solved, in addition to what was needed in Mercury: Rendezvous and Docking. Once this works well, the knowledge can be applied to add TSS to Apollo as well.
To avoid one large update for version 0.7, where Gemini is in focus, I will split the update into smaller and more focused releases, the first being version 0.65.
Version 0.65 will add TSS for Gemini. This means a complete overhaul of the physics integration. You will see a seamless ascent, properly scaled spacecraft relative to the Earth, and a complete rewrite of Rendezvous, Docking and EVA. I also added logic for better manual control during ascent for both Mercury and Gemini, and guidance improvements. Still a long way to go here, but it's a good start. In addition, new cores has been added to the OBC so you can configure roll amount during the Titan II roll program, and target inclination at insertion, and some panel modifications has been made.
The development of 0.65 is now complete, and has rolled out to the Test Pilots for testing. Version 0.65 is the basis of the work needed by 0.7X.
0.7 will as mentioned be split into multiple releases. The main features of 0.7 is the in-game Gemini Mission Editor, a new Gemini campaign as we saw in Mercury for 0.6, random and mission scripted failures for Gemini, first iteration of Virtual Reality for Gemini (what you see in Mercury now), Optics for Apollo, Trans-Earth Injection for Apollo, and the addition of the Mercury Control Center (multiplayer mission control).
Version 0.8 is the last major overhaul update targeting Apollo. After this, I can start focusing more on missing systems, game mechanics and languages, content and more historical missions. Historical missions needs the simulator to be as stable as possible (right now, game mechanics, mission definitions etc are changing for each update), and this is why there aren't so many of them in-game, and that those that are (MA-6) is broken.
Here are some screenshots from version 0.65.
Rendezvous and Docking has changed. It is now slightly harder to rendezvous as precision is key, but translating and maneuvering around a target vehicle is more natural, smoother and realistic. The radar is also re-made and more stable/usable. It's now your primary tool when rendezvousing, as well as the line of sight to the target vehicle.
EVA has been re-made and you can maneuver around using the Hand-Held Maneuvering Unit (HHMU). Once you exit the spacecraft, you are a completely independent physical body, and all thrusts you make will impact your orbit.
The initial Gemini crew models has been added. It's static as the other crew models, but once I complete the rigging work required, I can start looking into IK to make it interact with the cockpit and items.
A Cassette Player/Tape Recorder has also been added. It's just a very simple system so you can play the soundtrack of the game (select tracks), as well as your own custom music while making the long journey towards the Moon. This can also be used in Mercury and Gemini (but in reality, they did not have it onboard).
I hope that the 0.65 update will fix some of the major pain-points in Gemini, and make the game play much smoother and realistic.