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Offline Asid

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Re: Reentry - An Orbital Simulator
« Reply #120 on: July 03, 2024, 12:33:13 AM »
Update 0.99.25 is out! - LM lights, CM SECS and TrackIR CTD fix
Tue, 2 July 2024



This patch will improve and correct the SECS logic in the Command Module, improve lighting logic in the Lunar Module, and fix an issue where the game would crash to desktop if TrackIR is enabled in-game while the TrackIR device is not connected or TrackIR software is not running.

CM SECS and the EECOM stating in MOCR


The CM SECS logic has been modified (no changes in procedures) and correctly mapped to telemetry. The telemetry can be seen on the EECOM station in MOCR as the VMLA, VMLB, VMQA, VMQB parameters.
VMLA is the Logic Bus A, VMLB is Logic Bus B, VMQA is Pyro Bus A, VMQB is Pyro Bus B.

Adding integral and numeric brightness to CMC and LGC export

I have added the numeric and integral brightness to the CMC and LGC data export file for use by external software and devices. This can be mapped to modify the brightness of the DSKY digits and the keyboard integral lights.

Lunar Module lighting

I have improved the lighting logic in the Lunar Module, giving you more control of the internal atmosphere in the Lunar Module.




Some of the annunciator (P02) light colors has changed from RED to ORANGE, and the COMPNT lights has changed from RED to AMBER.

You will now need to, as per checklist, use the Anun/Num to change the brightness of the numeric, annunciator (warning light grid) and component lights.



I have also connected and improved the general lighting logic in the Lunar Module. Before, some lights were magically powered and always on regardless of EPS setup and cbs.



The Anun/Dock/Compnt cbs on Panel 11 and Panel 16 (reduntancy) controls the power of most internal lights. One of these needs to be in and the Anun/Num selector used to tune their brightness.

I have also connected the ANUN and NUM Override switches. If things are powered correctly, the override switch will set the annunciator and numeric brightness to max.




Command Module Lighting

A lot of the lighting logic in the Command Module has been wired, however, I have improved the logic for the numeric selector to also set the brightness of the mission timers.

LEB:


MDC:


Special thanks to Folgers at the Reentry Discord server for help related to lighting power control.


Patch notes:

    TrackIR (Blocking): Fixed another TrackIR init bug and added the TIR control panel GUI if error/issue is detected.
    Mapping Pyro and Logic Bus A/B to VMLA, VMLB, VMQA, VMQB to EECOM station (MOCR)
    Adding integral and numeric brightness to CMC and LGC export
    LM: Corrected comp/anun lights
    LM: Wired Anun/Num selector to digits
    LM: Wired Integral to integral panel lights
    CM: Wired Numeric selector to digits
    LM: Connected additional light bulbs to EPS
    LM: Connected P11_LTG_AnunDockCompnt cbs to the LM Exterior Docking lights
    LM: Connected the Anun and Num override switches to the logic above


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Re: Reentry - An Orbital Simulator
« Reply #121 on: September 22, 2024, 12:15:35 AM »
Update 0.99.30 is out! - New Historical Missions, Mercury Updates, Bug Fixes
Fri, 20 September 2024



This patch includes several quality-of-life improvements, such as enhancements to the Mission Pad and input binding, along with fixes for critical issues. Additionally, I've introduced new missions, offering around 5-6 hours of gameplay, to Project Mercury.

As Project Mercury is often the first spacecraft players meet in Reentry, I have focused on refining the cockpit logic and visuals to enhance both mission execution and overall immersion. I've also added a set of historic missions (accurate to the best of my ability and limitations of the game), designed to build on the skills you’ve developed in the Academy and Campaigns, allowing you to experience realistic recreations of the first Mercury missions.

Physical Cockpit Switch sound logic fixes
I have updated the sound effect logic around interacting with switches, selectors, fuses, circuit breakers, etc. to prevent the sound effect to play if you interact with a control that is already at the position you try to move it to. In other words, if you try to move a switch in a direction its not possible to move it, it will no longer play the switch sound effect.




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Re: Reentry - An Orbital Simulator
« Reply #122 on: October 12, 2024, 12:07:45 AM »
Update 0.99.31 is out! - Gemini, GT-3, VR, Atmosphere, Rendering, Fixes
Fri, 11 October 2024



Continuing from the previous update with another large patch that focues on Project Gemini, Virtual Reality, and rendering across all space programs.

Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties).


Virtual Reality

This updates contains a lot of minor logic changes and rewires in the general Virtual Reality logic layer. This is all to shape and tune the current VR implementation. This should fix the VR input Action mappings in Apollo missions being disabled on-load. This also fixes an issue where loading previously saved Input Action Mappings.



A new test implementation of what could be the basis of a VR Keyboard/Mouse/Gaze based cursor has also been implemented into this patch. The goal of this is to start a development path where you can use your Virtual Reality headset to render the game but still interact with the panels and UI using the mouse and keyboard. Keep in mind that this is the first test implementation of this. Over the next patches I will iterate on this, as well as writing the logic that hides/disables the controllers if this mode is enabled. For now, the main purpose is to see how this initial implementation behaves.



Mercury and Gemini Academy Overhaul

A huge update has been rolled out to the Mercury and Gemini Academy. It aims to improve the academy flow and adds a lot of new learnings to the academy. It is also now much better at showing you where things are and waiting for you to find things. I also walk you through the ascent before you get to try it yourself. This builds up a good basis of what to expect during your first ascent in a rocket, before doing it yourself.

It is also important to share that the academy tries to teach you the basics and what you really need to know to enjoy flying and operating a craft to the best of my ability. However, I might not be the greatest instructor/teacher.

It is important to remember that the astronauts in-real-life also had to try a maneuver or learn a system more than once before understanding them fully, so if you feel overwhelmed after your first or second execution of a mission, keep in mind that some of this is brutally advanced and that it is OK to not get it all at once.

This means that it might help to run through an academy lesson twice (it is what I recommend in the academy instructions too). First to get a good overview of the system, and then again to understand it with that overview as a base. The community over at the official Reentry - A Space Flight Simulator Discord server tries to help and answer all questions you might have.

Thank you all for some really good feedback on the academy so far!


Orbit atmosphere rendering, color banding, and clouds

I have spent a lot of time writing shaders in this update. A shader is basically a small program that runs on the GPU, instructing it how to process vertices and pixels for example. This update improves the rendering logic and shaders used to draw the atmosphere in space, and somewhat more realistically renders density.




Read on...


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Offline Asid

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Re: Reentry - An Orbital Simulator
« Reply #123 on: November 02, 2024, 12:34:16 AM »
Reentry has been patched to 0.99.33
Fri, 1 November 2024



This patch addresses a couple of reported blocking issues. While it's been a couple of weeks since the last update, the delay was due to the complexity of these fixes, which required quite a bit of time and debugging to resolve.

The biggest issue was related to light bleeding between the virtual cockpit and the exterior, leading to flickering of vertices and fragments. This has been especially visible while doing EVAs in Gemini, but was present in all modules. Another time drain was to improve the decision logic between the VR hand controller mode and the VR cursor mode, and using this to fix the flickering mission pad.

While being a small patch, it significantly improves how I render things. This should now allow me to correct the VR Mouse Cursor Offset issue and correctly set its depth.

Please let me know in the comments of issues and things you would like to see prioritized. With the core feature set of 1.0 in-place, I am now fully focused on fixing issues and polishing the smaller things in the game, and your reports during this process is very important.



0.99.33 release notes:

    ? Light bleeding fixes
    ? Gemini EVA flickering light fix
    ? VR: Mouse Cursor improvements
    ? VR: Flickering mission pad
    ? Mercury Academy lesson fixes
    ? Minor Main Menu updates
    ? Another attempt at fixing the blue tint some users see, due to reflection probe settings.


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Offline Asid

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Re: Reentry - An Orbital Simulator
« Reply #124 on: December 19, 2024, 12:12:15 AM »
Reentry has been patched to 0.99.35
Wed, 18 December



This minor patch focuses on rolling out fixes to bug reports, fixes to typos, improve Save States and continues to iterate on the VR implementation.



Save State improvements
The patch covers improvements to the Save States across all programs, in addition to improving the logic for saving/loading into Gemini/Agena docked states, and improved lunar landed positioning in save states.

Virtual Reality
It also continues to iterate on the VR implementation where I have added the first bits to completely hide and disable the hand controller models during VR Cursor Mode, and it rolls out a pitch offset setting.

Game Overs
This patch also fixes various logic related to Game Overs, such as fixes to suffocation, entry G-Loads (this is off by default, change in Realism Settings), staging requirements during entry dynamics and equipment requirements such as periscope retraction.

Patch notes:

    - Save state fixes: Gemini/Agena docked
    - Save state fixes: Lunar surface landing positioning logic, applies to states made with version > 0.99
    - A lot of minor fixes to SaveStates
    - Game Over system fixes
    - Minor fixes to O2 depletion
    - Mercury: Retracted perioscope is now required during entry
    - Academy lesson updates
    - Rolled out fixes to reported typos and updated the Github repo with latest missions and historical missions
    - Fixes to switch/panel component collision logic
    - Updates to the normal mouse cursor depth check logic when interacting with panels & switches
    - Updates to the VR mouse cursor depth check logic
    - Added a setting to control the VR mouse cursor pitch offset (different based on your HMD)
    - Wrote the logic to hide the hand controllers if VR mouse cursor mode is selected.
    - Improvements to the Level and Xp system

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Offline Asid

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Re: Reentry - An Orbital Simulator
« Reply #125 on: January 30, 2025, 12:41:21 AM »
Update 0.99.50: Bug Fixes, VR, CM GDC, checklist logic
Wed, 29 January 2025



This patch contains a lot of bug fixes where I have tried to address some of the known blocking issues. It will also roll out an improvement to the Checklist Guidance System (aka "RUN") that helps you execute checklists and plan for maneuvers. In addition I have taken a big leap in improving the Virtual Reality implementation. I have also spent some time improving the Command Module panels and underlying logic (not graphical only), and added some cue cards and PADs that can be visible inside the cockpit.

Note: A lot of core features has been changed in this patch. If this update gives you issues, you can revert to a previous build using the Steam Betas tab. The previous update is on branch: Reentry Version Reentry Version 0.99.45.

Critical bug fixes

- Fixed an issue with the Lunar Module P52 opt 2 logic that would crash the game
- Fixes to the Apollo Ground Crew (cold & dark state) that led to Fuel Cell issues
- Command Module Battery Charger fixes and reverse current fixes
- Fixes to the Command Module EPS logic and Fuel Cell wiring.
- Fixes to the Command Module Accelerometer Indicator
- P52 opt 3, removed one excessive PRO press compared to checklist
- Command Module roll index fixes
- Improved the Apollo Saturn V pre-launch checklist with time stamps
- Fixes and updates to the Academy lessons
- Fixes for the UI and Mission Translation tools
- Mission achievement unlock fixes
- Lot's of typos


Checklist Guidance System
The checklist guidance system has received an improvement and some UI changes. The RUN button has now been split into two different buttons. Both of them will RUN the checklist and move all its instructions into the Checklist Guidance System (CGS). Their difference is how they queue/add the steps of the checklist to the CGS.


The two RUN buttons can be seen in the lower right corner. It was previously in the upper right corner

You can queue up instructions from multiple checklists. To do this, you can open a checklist and press one of the RUN buttons. All instructions are then copied into the Checklist Guidance System. If you go back and select another checklist, and press one of the RUN buttons, all the steps from that checklist will also be queued up, or appended, to the existing steps. By using this feature you can stack up multiple checklists and follow them through the Checklist Guidance System.

The difference between the two RUN buttons is that one of them will add all the checklist steps in-front of the queue (so above the current step), while the other will append all the steps at the bottom of the existing queue.

Some checklists has dependencies, requirements, and asks you to also complete another checklist in-between its steps. Using this new system you can insert the steps from one of those steps in the middle of an already executing checklist without the need of pressing CLEAR ALL, complete the other reference checklist, before having to continue the checklist you were actually completing.



In the image above I have queued up multiple checklists and can now follow the steps to complete them all. Note that when you press RUN now, the checklist name will be appended into the steps to indicate when a new/different checklist starts

During the Academy or the Campaign, you will mostly execute a single checklist at a time, and can in that case use any of the two buttons.

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Offline Asid

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Re: Reentry - An Orbital Simulator
« Reply #126 on: February 08, 2025, 12:43:58 AM »
Reentry has been patched to 0.99.53 - hot fixes related to CSM entry
Thu, 6 February 2025



This patch mainly corrects issues related to Apollo Command Module atmospheric entry. The previous patch had an issue that inverted the lift-vector during entry, making it very hard to survive even the Academy lesson.

I have also re-worked the Apollo Deorbit, Entry & Landing Academy lesson. It now covers more of the main steps needed for Deorbit and Entry planning. I will continue to iterate on it with more instructions on how to manually fly (I have a video about this). I am also in the process of creating a video tutorial of the lesson.
Next I will add a practice-lesson where you can try to perform an entry using the Checklists (it will be similar to the lesson but use checklists instead), and a Lunar Entry lesson (slightly different procedures).



Note: Unfortunately my family and myself got some kind of virus and all having high fever, causing a delay in fixing things. Updates and response will be slow.

Patch notes:
- Reworked the Apollo Command Module Entry lesson
- Command Module inverted RSI fix
- Fixed an issue with the 0.05G switch preventing the EMS 0.05g light to illuminate
- Fixed the inverted lift direction during CSM entry introduced in the last patch
- More fixes to the command module roll and roll index logic
- Continued to iterate on the CSM/CM auto-maneuver logic
- Reported Typos and minor corrections to AOH checklists
- Minor: Fixed CM entry angle symbol that rendered in the Maneuver Planner UI
- Maneuver Planner: Changed so the estimated "Time to EI" becomes "Time of EI" (MET)
- Maneuver Planner: Added the CM/SM time stamp (MET)
- Additional testing related to a Saturn IB -> SIVB ignition issue (rare), reverted the previous fix

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Re: Reentry - An Orbital Simulator
« Reply #127 on: February 26, 2025, 12:06:55 AM »
Update 0.99.54: Campaign and Academy Fixes, Bug Fixes
Mon, 24 February 2025



This update will fix a lot of issues and reported typos related to various Academy lessons, and the two Apollo campaigns (Campaign 3 and 4). It will also roll out some bug fixes (see patch notes below).

Note: If this update gives you issues, you can revert to a previous build using the Steam Betas tab.

Thank you for your patience while I was having the flu, I will try to catch up with the community messages and bug reports as I had to completely step away from development and the community for the last two weeks.

Apollo Entry Academy lessons
I have restructured and rewritten a lot of the Apollo Earth Entry lesson. It removes the use of the Ordeal and covers how to align the platform for entry.

The lesson will cover a lot of the entry procedures but not absolutely everything as it aims to teach you the major steps required for an entry. I have added a follow-up lesson that will introduce you to the real procedures and will teach you to perform entries using the full procedure. I have also added a similar lesson for Lunar Entry in the Advanced section.

Apollo Automaneuver lesson update
I have remade the Command Module Automaneuver lesson. It now contains more information, details, covers the SCS, different flight modes, and removes the use of the ORDEAL ORB RATE mode.

Campaign Updates
I have rolled out a lot of updates to all campaigns, and also restructured and rewritten a lot of the two Apollo campaigns.

Mission Command Highlighter
I have rolled out an update to the Mission Command highlighter logic. This is the logic that highlights a switch that a Mission Command / Radio Message wants you to adjust. If a radio message require you to interact with a switch, the switch is added to the top of the Checklist Guidance System queue. This is a core change and I have played through all of the games Academy lessons and Campaign missions to check this update, but please report if you stumble upon strange issues with this.

Visibility toggle for the Date/Time UI text
I have added a toggle that can be bound to a hot key (Input Settings) to toggle the visibility of the Date/Time UI text.

Typos
I have fixed the reported issues on GitHub and the reported issues on Discord related to typos in a lot of the Academy lessons, Historic missions and Campaign missions.



Patch notes:

    - Checklist fixes
    - Added the RUN feature to more checklists
    - Added a lot of Apollo Mission / Timeline Checklists
    - Shader update for Velcro clipping
    - Fixed the UI blocking logic that got bypassed in Project Mercury after patch 0.99.50, making it possible to interact with the panels through the UI
    - Fixed so Mission commands that highlight switches should show on top of the current checklists step queue, in-case you have a checklist queued up
    - Updates to the Apollo Auto-maneuver lessons
    - Made the Date/Time field toggleable (bind a key to it in the Input Mapper)
    - Fix for the CM/LM RCS sound effect bleed (you can hear the CM RCS thrusters fire when in the LM)
    - CustomPhoto fixes
    - Big updates to the Campaign 3 and Campaign 4 missions
    - Added Apollo Earth Entry lesson 9B: Full procedure
    - Added Apollo Lunar Entry Full Procedure lesson
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Re: Reentry - An Orbital Simulator
« Reply #128 on: March 08, 2025, 12:01:51 AM »
Update 0.99.56: Bug Fixes, QOL, VR improvements, translation updates
Fri, 7 March 2025



The 0.99.56 update contains fixes to reported issues, language updates and improvements to VR. It adds Russian language support for all Gemini missions. You can see the full patch notes below.

Note: If this update gives you issues, you can revert to a previous build using the Steam Betas tab.


Resolution Settings
I have improved the resolution settings dropdown to reverse the shown values, reduced its content size and added a better scrollbar to let you correctly set the resolution.



The resolution items available in this list are fetched from the device, but if it for some reason does not contain a resolution you know you can support, you can use the in-game console to set this to any other value, like 3440x1440:
s -resolution 3440 1440 1

Apollo TLI Tool
I have made some fixes and corrections to the logic of the TLI tool, and changed the value of the estimated time to reach the closes point of the Moon (Lunar Pe). It should now show the GET/MET of Pe passing. You can now use this to easier plan your journey and LOI burn.




Virtual Reality (VR)



I have added a VR Panel State Loading Screen shown once you are loaded into a mission. This is visible while aligning and setting up the state of the mission, just like the preparing cockpit state screen you are used to in flat mode.

The VR Cursor ray casting logic and UI ray cast blocking logic has been improved to prevent 2d UI to interfere with panel interactions. This caused for some players an issue where they would get stuck due to not being able to interact with the panels.



I have also rolled out a feature for testing where the mouse cursor is confined to the screen during VR play.

Another feature I have rolled out for testing is to make a separate Camera Points file for VR, as you might want to modify or differentiate the default camera snap points in standard or VR play. The files are for example named CameraPoints.json and CameraPoints_vr.json.

Big thanks to ataribaby and John F for testing and providing great VR feedback.




Translations
A big thanks to Kind_Stone (Discord) for translating all the Gemini missions to Russian. The games UI, Mercury Missions and Gemini Missions should now be fully translated into Russian and has been made available in this patch for testing.

I have also made some improvements to the language tools to trim the translated strings.




0.99.56 patch notes:

    - Fixes to the Resolutions Settings dropdown
    - Breaking fix for Mercury-Redstone 3 historic mission (Russian version)
    - Apollo: Fixed the estimated time to reach Lunar Pe in the TLI planner
    - Gemini: Fixed camera tool listing
    - VR: Additional fixes to the VR Mouse Cursor casting and UI blocking logic
    - VR: Panel State Loading Screen
    - VR: Confine mouse cursor to Game Window
    - VR: Added Camera Snap Point files for standard (CameraPoints.json) and VR (CameraPoints_vr.json)
    - VR: Prevent access to unsupported external views
    - Translation: Gemini Academy, Scenarios, Free Play and Historic missions translated to Russian
    - Translation: Fixed string trimming issue in the Campaign Descriptor Translation Tool
    - Minor fixes to various missions and panel state corrections
    - Typo fixes

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Re: Reentry - An Orbital Simulator
« Reply #129 on: April 15, 2025, 12:01:51 AM »
Reentry has been patched to 0.99.67 - Attitude control, RPY-calc, IMU fixes
Mon, 14 April 2025




The 0.99.67 update contains a lot of fixes and improvements. It has been a brutal patch to write both in complexity and time, but the outcome sure is worth it. The patch contains a lot of fixes for both Gemini and the Apollo spacecraft. The main elements are attitude calculations, Inertial Measurement Unit updates and attitude control.

Note: This update changes a lot of the core logic. If you experience new issues related to this update, please report them. You can revert back the a previous build (0.99.59) using the Steam betas tab for the game.

Read on...


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Re: Reentry - An Orbital Simulator
« Reply #130 on: May 22, 2025, 12:02:06 AM »
Reentry has been patched to 0.99.75 - Gemini/Agena undocking, Mercury EPS, VR
Wed, 21 May 2025



This patch will mostly contain fixes to reported issues. It will also roll out a new feature related to controlling the relative orientation and position of the VR hand controller models. It also applies various language/text improvements.

Thanks to all the contributors helping with typos and language improvements!

Note: If you experience new issues related to this update, please report them. You can revert back the a previous build (0.99.68) using the Steam betas tab for the game.


Blocking issue: Gemini/Agena undocking fix
This patch will correct the issue where Agena would in some cases disappear/teleport away when you undock from it. The issue was introduced when I tried to rewrite some logic related to the Agena collision testing and improve docking logic.

Let me know if this fix corrects the behavior for you.




Critical issue: Mercury Electrical Power System (EPS)
A fix for an unrelated issue had caused some of the Mercury (and some Gemini systems) Electrical Power System checks to fail and let systems work even if power was not available. This could be seen by taking the batteries off line - some systems would still work and some light bulbs would be illuminated even without power. This issue should now have been solved.






Flashes in atmosphere
I have figures out why some "flashes" in the atmosphere would be visible. These could typically bee seen when in orbit, especially in external view. A shader issue in the atmosphere renderer had a potential to output a really bright pixel.




VR Hand Controller Pitch Offset
I have started to implement a VR hand controller pitch offset property that can be used to control the relative rotation of the VR hand controller.




VR Hand Controller Position Offset
In addition to the pitch offset I have created three other properties that can be used to control the relative position of the hand controller. You can tune this to move the visual hand model in-game relative to where your controller is.

This is needed as some hardware differ in their orientation and positioning logic.


Blocking issue: TLI/SOI calculation
I have recent reports where the TLI burn that takes the Apollo craft from Earth to the Moon fails to correctly transition from the Earth sphere of influence (SOI) to Lunar sphere of influence. This patch rolls out some additional checks and logic to improve logging to help me address this. This is an issue of high priority and I will strive to fix this issue within the next few patches. There is an ongoing bug-thread related to this issue on Discord, feel free to join the discussion if you are having this issue.




Mercury Satellite clock fixes
I have made some minor improvements to the Mercury clock, dials and visor logic




Patch notes:

  - Blocking: Gemini/Agena undocking fix
  - Critical: Mercury/Gemini EPS fixes and tuning - this was a fix for a major issue that caused some electrical systems to still function even if no power existed.
  - "Flashes in atmosphere"-bug fix
  - Mercury Atlas ascent guidance fixes
  - TLI/SOI calculation
  - Fixed some LGC programs that blocked V34/V96 etc. during the last page before a burn (before V99)
  - VR: Added a Hand/Controller Pitch offset setting that can be used to control the offset between your hand/wrist and the VR Motion Controller.
  - Typos and pulled in language contributions.
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Re: Reentry - An Orbital Simulator
« Reply #131 on: June 04, 2025, 12:39:20 AM »
Reentry has been patched to 0.99.77 - Trans-Lunar Injection fixes
Tue, 3 June 2025



This minor patch contains some heavy work related to the TLI (trans-lunar injection) and SOI (sphere of influence) calculation logic. As mentioned in the previous patch notes (0.99.75), I have had some recent reports where the TLI burn that takes the Apollo craft from Earth to the Moon fails to correctly transition from the Earth sphere of influence (SOI) to Lunar sphere of influence.

This patch rolls out a potential fix that has been checked and verified by players on the alpha floor branch. There is an ongoing bug-thread related to this issue on Discord, feel free to join the discussion if you are still having this issue.



Note: If you experience new issues related to this update, please report them. You can revert back the a previous build (0.99.75) using the Steam betas tab for the game.

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Re: Reentry - An Orbital Simulator
« Reply #132 on: June 13, 2025, 12:05:25 AM »
Reentry has been patched to 0.99.78 - Attitude control, Bug fixes
Thu, 12 June 2025



This update mainly cover reported issues such as Mercury attitude control, Apollo entry REFSMMAT and PAD data, and an attempt to make a fix for a "crash to desktop" if for some reason the game storage file is corrupt while booting the game.

Note: If you experience new issues related to this update, please report them. You can revert back the a previous build (0.99.77) using the Steam betas tab for the game.

Games system storage file size check

One issue I have seen at times is related to a CTD (crash to desktop) issue related to the game storage file. If the game has been working for you and you suddenly start to experience an immediate CTD after launching the game, it could be related to this. I now do some additional checks when the game boots and loads the settings to avoid the CTD.

Apollo Entry attitude

During a Command Module atmospheric entry there was a difference between the attitude you would received in the Entry PAD compared to what the external forces would guide you to once you hit the aerodynamics of the atmosphere. I have made some changes to the PAD data logic and the entry attitude REFSMMAT logic to correct this. Keep in mind that you need to do a P52 Option 2 with the time of EI as the parameters to get the correct entry REFSMMAT. With this change I will soon add a new button to the crew members toolset that will allow you to directly request the entry REFSMMAT, and align to it using P52 opt. 1.




Mercury AUTO attitude control fixes

There has been a difference in what RETRO and RE-ENT attitudes you would achieve in the Mercury capsule. The ASCS controls the attitude, and you can use the attitude switch to select if you want to maintain the retro fire attitude or the reentry attitude. The attitude should now be the same for Atlas and Redstone.



Setting the switch to RE-ENT should now place you at the target reentry attitude (pretty much aligned with the horizon), and retro should be -34 degrees for both Redstone and Atlas missions.

Note: Recall that you are in complete control of the ship and can use the RE-ENT mode during orbital operations if you wish to be more level with the horizon. I generally recommend players to switch into manual modes during orbit to save fuel (ASCS uses a lot to maintain attitude).




Gemini cabin lights

Unlike the Mercury Capsule, the Gemini cabin lights has been bright white. I have change the lighting logic, and tweaked the lighting to a warmer setting. I have also made some minor re-modelling to the light bulbs and assembly. I have also increased the max light strength of the cabin lights to give better cabin illumination control for both practical reasons and mood setting. I have used reference images to set the warmth/color.






Apollo Entry cue card

I updated the entry cue card graphics and removed the existing scribbles on it.




Mercury Lights test

I have continued to iterated on the Mercury Lights test logic and better connected this to the electrical power system after the recent Mercury EPS work you have seen over the recent patches.



Patch notes:

    - Games system storage file size check

    - Apollo entry attitude tuning

    - Mercury: Fixes and tweaks to the Retro and Reentry attitude modes of the ASCS. RE-ENT should now place you at the target reentry attitude (pretty much aligned with the horizon), and retro should be -34 degrees for both Redstone and Atlas missions

    - Mercury Lights Test power wiring

    - Mercury: Minor fixes to some comm-request checks

    - Mercury: General ASCS attitude logic fixes

    - Gemini: Warmer Cabin light color/Kelvin and light tweaking

    - Pad hotkey fix (TLI and Entry pad swapped)

    - Entry cue card sheet graphic updates and removal of existing scribble

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