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Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on Today at 11:11:41 PM »Update 0.99.20 is out! - NASA logos, Orbit View, bug fixes
Thu, 16 May 2024
This update will improve many of the in-game features and campaign flow. You will find improvements in the Orbit View, campaign flow, systems and procedures, and a lot of bug fixes.
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).
Wilhelmsen Studios changes its name to Lyra Creative
Let's face it, my surname is not ideal for a company name and I have been wanting to change the name of the company for many years. It's both long and hard to spell/pronounce for non-Norwegians.
The name Lyra (based on the constellation) has been the name of my game engine that Reentry has been built upon and was a natural choice for me.
The name change will be an ongoing process for the next few weeks as a lot of processes are in transition with both the government, Steam and assets.
NASA logos
After a long process with NASA, I have received permissions to use the NASA logos where they were used in real life. This update will roll out NASA logos to various places. It will also apply to for example the Space Shuttle where the logo was used both on the exterior and inside the cockpit. Big shoutout to Daniel Surber (Scorch) who kickstarted and helped me with the process!
Orbit View improvements
A large section of this update is a generic improvement to the Orbit View (F3). The orbit view is now more stable, and all key points are rendered with an icon. You can now easily see the Apogee, Perigee, asc/desc nodes and the position of the space crafts. For apollo, a planned maneuver point is rendered correctly, as well as the entry interface marker. I have also fixed some of the zoom limits in the Apollo Orbit View, and made a smoother transition when changing between for example the CM and the LM view modes.
Hovering the mouse cursor over one of these markers will in some cases show more information of the marker such as the altitude of Ap/Pe.
The icons used to show where the spacecrafts are is based on what icons they used in mission control.
I will continue iterating on the Orbit View, and maybe change some of the icons and coloring, etc.
I have also fixed a blocking issue where the CM/LM zoom levels on the Mission Pad MAP gets stuck if zooming in all the way.
Ocean landing requirement
I have added a setting in Main Menu -> Settings -> Realism Settings that will let you decide if landing on land will complete the mission. Typically during Mercury, Gemini and Apollo, the spacecrafts are designed to land in the ocean, and an atmospheric entry trajectory should be planned with a landing in the ocean.
However, sometimes you might land on land. In the previous update I started working on this, but landing on land did not complete the mission.
You can now choose this yourself, and the toggle is set by default to accept both ocean and land landings.
I have also continued to work on the land landing logic and connected it to the sequencer to cut the chutes and evaluate mission completion (based on the setting above).
Read on...
Thu, 16 May 2024
This update will improve many of the in-game features and campaign flow. You will find improvements in the Orbit View, campaign flow, systems and procedures, and a lot of bug fixes.
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).
Wilhelmsen Studios changes its name to Lyra Creative
Let's face it, my surname is not ideal for a company name and I have been wanting to change the name of the company for many years. It's both long and hard to spell/pronounce for non-Norwegians.
The name Lyra (based on the constellation) has been the name of my game engine that Reentry has been built upon and was a natural choice for me.
The name change will be an ongoing process for the next few weeks as a lot of processes are in transition with both the government, Steam and assets.
NASA logos
After a long process with NASA, I have received permissions to use the NASA logos where they were used in real life. This update will roll out NASA logos to various places. It will also apply to for example the Space Shuttle where the logo was used both on the exterior and inside the cockpit. Big shoutout to Daniel Surber (Scorch) who kickstarted and helped me with the process!
Orbit View improvements
A large section of this update is a generic improvement to the Orbit View (F3). The orbit view is now more stable, and all key points are rendered with an icon. You can now easily see the Apogee, Perigee, asc/desc nodes and the position of the space crafts. For apollo, a planned maneuver point is rendered correctly, as well as the entry interface marker. I have also fixed some of the zoom limits in the Apollo Orbit View, and made a smoother transition when changing between for example the CM and the LM view modes.
Hovering the mouse cursor over one of these markers will in some cases show more information of the marker such as the altitude of Ap/Pe.
The icons used to show where the spacecrafts are is based on what icons they used in mission control.
I will continue iterating on the Orbit View, and maybe change some of the icons and coloring, etc.
I have also fixed a blocking issue where the CM/LM zoom levels on the Mission Pad MAP gets stuck if zooming in all the way.
Ocean landing requirement
I have added a setting in Main Menu -> Settings -> Realism Settings that will let you decide if landing on land will complete the mission. Typically during Mercury, Gemini and Apollo, the spacecrafts are designed to land in the ocean, and an atmospheric entry trajectory should be planned with a landing in the ocean.
However, sometimes you might land on land. In the previous update I started working on this, but landing on land did not complete the mission.
You can now choose this yourself, and the toggle is set by default to accept both ocean and land landings.
I have also continued to work on the land landing logic and connected it to the sequencer to cut the chutes and evaluate mission completion (based on the setting above).
Read on...