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Sim/Strategy/War => Games Discussion => Topic started by: Asid on November 26, 2018, 03:36:25 PM

Title: Reentry - An Orbital Simulator
Post by: Asid on November 26, 2018, 03:36:25 PM
(https://steamcdn-a.akamaihd.net/steam/apps/882140/header.jpg?t=1542318331)

Do you have what it takes to be an astronaut? Reentry is a realistic space flight simulator based on NASAs space programs; from the first American human spaceflight in Project Mercury, the rendezvous and EVAs of Project Gemini to the Moon landing in Project Apollo.


Official Site: Here (http://reentrygame.com/)
Steam: Here (https://store.steampowered.com/app/882140/Reentry__An_Orbital_Simulator/)
Official forum: Here (https://steamcommunity.com/app/882140/discussions/)
YouTube: Here (https://www.youtube.com/user/DCSdigitalerr0r/search?query=reentry)
Manuals: Here (http://reentrygame.com/gamemanuals/)

Single-player


[Cinematic Intro] Reentry - An Orbital Simulator

https://youtu.be/IzA6ugeXkdg


Reentry - Space Flight Simulation (Early Access preview)

https://youtu.be/okmInF7pWL4



About

Reentry is a space flight simulator based on real life spacecrafts. You create a new astronaut, gain levels and experience for every move you make by completing missions in space. You will have access to missions similar to what happened in real life, or fictional missions designed to challenge you as an astronaut.

Spacecrafts are highly complicated machines with the primary task of exploring and understanding what's outside the atmosphere of Earth, while keeping the astronauts alive for long periods. This is achieved by hundreds of individual systems and backup systems working together. With the help from the in-game Space Flight Academy, the provided flight manual for each spacecraft, and checklists, you will learn how to fly and operate these machines, and explore space in a high resolution and realistic environment.

Control almost every system like the real astronauts, see the sunset and sunrise while orbiting orbiting Earth with speeds exceeding 25,500 ft/s. Explore the surface of Earth and the Moon with high resolution textures, or simply enjoy the solitude of being in space.

Imagine the final few seconds before launching into space. You are sitting on top of a 111 meter high rocket, looking at the instruments of a spaceship about to leave the oasis we call Earth. The engines are igniting, mechanical systems are clinging below you, while thousands of gallons of fuel is pumping through the systems. The loud roar of the five F1 engines are producing close to 8,000,000 pounds of thrust, violently shaking the cockpit and lifting 3 million kg off the pad. The launch pad tower is slowly moving away from you while the engines are balancing the rocket like a skyscraper on a needle. Sophisticated engineers has created the systems that will safely accelerate you to 25,500 ft/s, into a free fall orbit, with the Moon as the destination.

All of the virtual cockpits are fully interactive. You will have control of almost every single component in the cockpit, from every fuse, switch, gauge to the electric system, pyrotechnics, to configuring the flight modes, autopilot, environmental control and so on.

Welcome to Reentry, an orbital simulator.


Project Mercury, where it all started
(http://reentrygame.com/wp-content/uploads/2016/09/64.png)


Mercury Atlas on the pad

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_133739_20181029.png)


The Apollo Command Module Virtual Cockpit

(http://reentrygame.com/wp-content/uploads/2018/11/Reentry_Photograph_131114_20181029.png)


Apollo FDAI

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_144225_20181029.png)


Almost every switch is intractable and controls a system

(http://reentrygame.com/wp-content/uploads/2018/11/Reentry_Photograph_143940_20181029.png)


And there is a lot of them!

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_144558_20181029.png)


The Virtual Cockpit of the Mercury Space Capsule

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_135013_20181029.png)


The FDAI of Gemini

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_133245_20181029.png)


The Virtual Cockpit of the Gemini spaceship

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_133420_20181029.png)


Project Gemini had the first On-Board Computer

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_132955_20181029.png)


The Virtual Cockpit of Gemini

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_132242_20181029.png)


Realistic Orbital Mechanics

(http://reentrygame.com/wp-content/uploads/2016/09/Reentry_Photograph_22252_20181113.png)


Saturn V and Apollo boosting into orbit

(http://reentrygame.com/wp-content/uploads/2016/09/254.png)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 26, 2018, 03:37:34 PM
(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_593f9f9abb8d7f68b1b6cf7d1afa3d0e2d0f40f3.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_2a1a4155a1c598a43e1a1b015ec5d989bc42d529.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_067f88f15ef8a8f975503bc2f7140b0e8bac2e86.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_367b363e850a6a97f5daed7ac8336b4d7b81cee9.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_b83eb39bb596704661aeb295aee51d030ab27f83.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_aa1c231db6e5f4f55be484b210446b64624d07a3.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_189d1c40ba6883802a730cd80ff7593dd5599115.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_713291cdcf8943dba46397a8be00e52ccc6dfc99.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_4827e999721097b71f8c27f18c1c9623e31d36fd.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_f56d0d0a5806d6f3e77c7d1d79b405f4cfe4885a.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_bb7d0fce32d03acd98c08e0090b94153d8a610c4.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_469ba6057acd53e6ad0f9161267157fc89d71a6e.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_f653f64751223398409e6d94f0666a1e8ce643f3.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_8a64eff1f2963296822f49c3ea3dfc03b67493ef.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_27d1cf2767c504793fc3086e3b0cebe7b2b505dd.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_e5c553f04f8f8df95d5c0b88b24967e61091c366.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_a41b47515a61bc3b7291d99f7d472139794a22e8.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_eebf523e200dab06b6de9defa8db55813a8c317e.1920x1080.jpg?t=1542318331)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 26, 2018, 03:49:33 PM
(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_de74ad9f63b16adf1b1fbb4f3a9d959fcdfb0e46.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_656d1843f90a5e76e76d5fbb06c5aeb8430b2e8b.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_7860002f4ce6076195481571e7f220fc8d86e7e8.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_44e685af5caca17e66c5db62afeb801c71444fd2.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_3ff111c5553a5f5daf36c5b7c4fc64bd189df5f8.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_0d14356c32bb3c6735698e9291153e9bb5d23be5.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_9223ca67d9a13eedf0b1f3e3ba827415aa86eb3a.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_56c65dfc77572b86582976e27af286c50b622f4f.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_3221bd93d753d1540a1d602eee94da8d437abdb1.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_d27c8997ec3a950ae4859fb027ab8cfb64d6938d.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_6a9a8814186a95be3f7c315fc3905e87fdcd763d.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_8ed8e778385edb279546908922ab0df182461c26.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_58c55b555ea6acfaae104018f5216ce2f074f160.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_861b95819bc5f4e8b042df2a0adf5a5c683d5624.1920x1080.jpg?t=1542318331)

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_0aabb9ddb7ec80704b91b2ceb5ae15333a355a7c.1920x1080.jpg?t=1542318331)
Title: Re: Reentry - An Orbital Simulator
Post by: Beef on November 26, 2018, 04:55:09 PM
Looks interesting. I watched this video from Scott Manley about the game and he points out that it is more a procedural sim than like Orbiter 2016 is a space simulator. Graphics area amazing though.

https://youtu.be/aRJ9pG9pATc
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 26, 2018, 05:18:17 PM
Hi Beef

Thanks for the video  :thumbsup

It is an indie developer..Small team...Can't remember if there is only 1 of them....

http://reentrygame.com/faq/

It is early days (early access) but interesting for people into space sims  :beam me up
Title: Re: Reentry - An Orbital Simulator
Post by: Attila on November 27, 2018, 08:31:13 AM
Wow this looks great :)

Thanks for posting Asid.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 01, 2018, 01:17:20 AM
Reentry Patch 0.104.EA
30 NOVEMBER   - SOTAMAKKARA

The new patch for Reentry is out, with over 50 bug fixes and feature updates.
 
The main issues being resolved in this version:
- New Gemini Academy tutorial: Deorbit, Entry and Landing
- Big updates and fixes in how the internal timers work
- Fixed so the internal timers are properly reset between sessions
- Fixes in the timer interfaces and how you work with timers.
- You can now use the hat-stick on a joystick to look around in the cockpit
- All rotator knobs rotates in the same direction, as is cycle-limited just as in real life
- Apollo Insertion checklist is now working. (TLI checklists was added in 0.103.EA for reference of the upcoming feature)
- Switch and control illumination system for Mercury and Gemini
- More Mission Completion bugs
- Many updates to the existing missions

Thank you for reporting issues and making Reentry - An Orbital Simulator a better product!
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 02, 2018, 12:03:30 AM
Development update - EA release and reaching the Moon!
1 December - Sotamakkara   

The next major update for Reentry in in development. After the launch week, a number of bugs has been reported and I'm working hard on fixing these. These will roll out frequently over the next weeks.
However, while in bug-fixing mode, the simulator has to move forward as well in-terms of features.

This post will give you a quick update on the what has been in development lately, and will cover the features that will be in the 0.200.EA release.

December marks the 50 year anniversary for the first Moon orbit, and Reentry has the same goal.

As you might have noticed, there are now checklists regarding TLI in the Mission Pad.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/fc58760276452b6d9bb0dbe866071f32335d02d8.png)

The TLI itself is not yet possible to do but this gets you familiar with the procedures required.

The next major update will have the TLI burn implemented, as well as the possibility of reaching the Moon, orbiting the Moon and returning back home to Earth.

There are a lot of big technical challenges that had/has to be solved to make this possible, but I'm in the right direction.

In addition, there will be an Apollo mission for this feature as well.. ;)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/0940f1d3ba17c0421a58d319529d240d0854358f.png)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 02, 2018, 12:03:54 AM
Update: Patch 0.105.EA


Rolling out the 0.105.EA patch with the following changes:
- Modified the default keyboard mapping for Translations
- Fixed the Gemini BEF launch mode
- Added the option to hide the switch hover highliter
- A new settings option is added. In the future this will allow you to change realism settings as well as enable some features.
- Screen resolution changes are saved between sessions
- Increased the FoV limit range
- Double click the scroll wheel to reset FoV in the cockpit
- Disabled timescaling while taking notes
- Gemini engine flame changes
- Moved the BOOST checklist in Apollo into the Ascent category
- Changes to some checklists
+ multiple bugfixes
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 09, 2018, 04:35:51 PM
Update: Patch 0.106.EA
8 DECEMBER   - SOTAMAKKARA


Just rolled out the 0.106.EA patch. It has a lot of preparation needed for 0.200.EA (TLI), but also addresses the following major issues and features:

- Chute system changes and fixes.
- Gemini OAMS fixes
- Splashdown SFX fixes
- Input mapping changes
- AGC automaneouver is functional again

The mission editors has also been updates and now supports loading into a state at the start of a custom mission, in addition to being able to disable the default voice SFX and/or play your custom SFX for each mission command during custom missions.
Title: Re: Reentry - An Orbital Simulator
Post by: Lusik on December 09, 2018, 08:13:56 PM
I will lock it on my radar. I had and enjoyed Space Shuttle Mission a few years ago, so I might check this one too. :)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 10, 2018, 01:56:21 AM
This is fun with regular fixes and updates from the dev. Definitely worth keeping an eye on  :thumbsup
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 15, 2018, 02:56:02 PM
TLI and S-IVB Ballast
15 DECEMBER   - SOTAMAKKARA

The work on update 0.200.EA is in development, and is scheduled for release next week. It will include a lot of the features needed to perform a Trans-Lunar Injection, and get to the Moon!

In preparation for this, a basic Apollo 8 campaign will be included to drive you through the new features. The mission will be based on the real mission transcripts and events, but the initial version will be an early preview, so all timings and phases will not be complete yet. However, the mission files will be open sourced so anyone can take a look at it.

Apollo 8 had a ballast module where the Lunar Module was supposed to sit. The mission editor will allow you to configure the S-IVB payload.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/5080dc52a8415244b9146780ed3c50ab3b705d43.png)
Title: Re: Reentry - An Orbital Simulator
Post by: Lusik on December 17, 2018, 12:50:57 PM
I'm tempted to buy the early access version. :) I currently reading a book about Tim Peak's stay at the ISS so I'm even more inclined to test it. Also I remember a great documentary I watched years ago about the race to the moon. It focused on the first 7 astronauts and Marcury, Gemini and Apollo missions. The story was told from the point of view of Deke Slayton but I can't recall its title now.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 21, 2018, 01:17:00 AM
Reentry Patch 0.203 is out!
21 December - Sotamakkara

The 0.203.EA patch is out! I will make different posts on some of the topics below. With this update, both major and breaking changes to the core of the simulator has been made:

- Breaking changes to the Save State. The save state now includes the panel state. In addition, big changes to the state itself has been made, so your previous save states might not work correctly. I recommend creating new save states. Please be prepared for this to happen a few times during the Early Access, but I will try to keep things backward compatible.

- TLI has been added. It is now possible to perform the TLI burn to start coasting towards the Moon. It is not yet done, and might need some manual mid-course corrections (use the map view to see orbital data). A mid-course correction system is being implemented. A default lambda/approach angle of 75 is currently being used. This leads to a longer coasting time. You can set this in the mission editor when providing the TLI PADs.

- Moon Orbit. It is now possible to explore the Moon! However, you still can't land on it. And the implementation of the moon and the environment is very early. It has not been tested yet, so prepare for anything when making the journey. If some systems malfunction, try the backup, or do a Save/Load state to continue fresh.

- Gemini Rendezvous & Docking System 2.0 has been added. This has completely replaced the old Gemini Rendezvous and docking system, and has made it much more realistic. You can choose if you want to continue to use the Simplified Docking system (default) that will resemble what you are used to, or use the realistic mode. This is changed from the Realism Settings menu.

- Improved Checklist Guidance. The checklist guidance now allows you to proceed with a running checklist. This makes it possible to skip steps, and allows the checklists to now have more manual tasks such as "Perform a Radio Check" or "Set up the AGC P15"

- Early Access of the Apollo 8 historical campaign is available on:  https://github.com/ReentryGame

In addition, hundreds of improvements and bugs has been made, with the following worth mentioning:
- Music Volume slider is added, you can now reduce the volume of the music from the Main Menu.
- Improved Guidance (LVDC) for Apollo, but still very Early. Goal is to make it get into a better circular orbit of 100nm.
- 0 will set TimeScale to 0x/PAUSE. Still working on this including showing a PAUSE label when doing it.
- You now need to complete the Gemini Exam to get the badge/achievement
- The Apollo DET/Event Timer now works again, and you set it up normally using the controls on MDC-1
- Button to join Discord is available on the Academy Menu
- Patch update dialogue what will let you know of the major/breaking changes after each update (if any).
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 21, 2018, 01:19:06 AM
How to install the Early Access Apollo 8 historical campaign in Reentry
21 December - Sotamakkara

Today (12/21/2018) marks the 50 year anniversary for the Apollo 8 launch! The Apollo 8 crew were now preparing for the mission, with the launch only hours away.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/426f20e7c25f6b20ee9bd8d2f7c4194a339d48f1.png)

Today, 50 years later, the features needed to fly to the Moon was released in the Early Access build as 0.203 rolled out. This allows you to try the journey to the Moon yourself!

In addition, the Early Access of the Apollo 8 historical campaign for Reentry is now available. You will be able to select the Mission from the Campaigns menu, but since the mission is still so early in development, you need to install it manually.

Installing is easy and will only take a minute by following the steps below:
1) Go to https://github.com/ReentryGame/Apollo8Campaign
2) Download the content as ZIP or clone it directly into 3)
3) Add the files in this repository to %appdata%\..\LocalLow\Wilhelmsen Studios\ReEntry\Campaigns\

Your campaign folder should now look something like this:
AppData\LocalLow\Wilhelmsen Studios\ReEntry\Campaigns\Apollo8Campaign

Good luck!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/994ace815a6bc9fb2b1e376dca043866473cb775.png)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 23, 2018, 01:41:24 AM
Patch 0.205.EA is out!
22 DECEMBER   - SOTAMAKKARA

This patch, including 0.204.EA, is a minor update to the large 0.203 patch. It fix some major issues with the Mission System, and will make it possible to run through the Early Access of the Apollo 8 campaign.

Once the client is update, please update the campaign as well by following this link: https://github.com/ReentryGame/Apollo8Campaign

The Apollo 8 campaign has multiple parts. Part 1 will do the prep, ascent, and orbit insertion. After this the mission should complete. You can then go to the campaing page to select Part 2. Part 2 is all about the TLI and LV sep.
The mission will complete after separation and the burn check.

Part III is a placeholder but will start at the Lunar approach, and Part 4 will start in Lunar orbit.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 26, 2018, 02:28:17 PM
Patch 0.206.EA is out, fixing Mission System issues
26 DECEMBER   - SOTAMAKKARA

The latest patch is a patch that will fix various Mission System issues and bugs, such as the bug that makes it impossible to complete Part II of the Apollo 8 Early Access mission.

Part II will in the future contain the Mid-Course Correction burn. Part III will have the Moon approach and orbit burn, and Part IV will load in orbit and have the Lunar Orbit tasks!

Please update the simulator to make Part II work. This fixes some other things too but the Mission System is the main part of this update.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 07, 2019, 02:13:09 AM
Patch 0.207.EA is out, general bug-fixing and typo-fixes!
6 JANUARY   - SOTAMAKKARA

Happy New Year everyone!

This is an important patch that fixes one of the serious Mercury bugs that will make the game crash after one hour of flight.

The patch also fixes so the Gemini Exam gives you the completion achievement and badge.

In addition, a lot of reported typos has been fixed, and other minor bugs and fixes.

A lot of the issues that are fixed is from my own backlog, but also from the community. Here is a list of issues reported by the community directly into the bug and typo tools, that are fixed in this patch.
Fixed Community Reported Issues on  GitHub (https://github.com/sundhaug92/ReentryAnOrbitalSimulator/milestone/1?closed=1)



Thanks again for reporting issues, and providing great feedback. It all adds up and makes Reentry a better simulator for everyone.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 09, 2019, 12:09:33 AM
Patch 0.208.EA is out, adding support for TrackIR.
8 JANUARY   - SOTAMAKKARA

The 0.208.EA patch adds a few features the community has been asking for.

The biggest part of the update is the support for TrackIR to the Steam version of Reentry. TrackIR is a 6 DoF tracking technology from NaturalPoint and is a device I have been using in almost all the simulators I play. It allows you to further immerse yourself into the simulator by allowing you to move and orient the cockpit camera using your head.

I have wanted to have support for this for a good while, but not yet had the time. Luckily, Chris Reed from the Reentry Community reached out and helped us get this feature in Reentry (thanks!).

TrackIR is enabled from the SETTINGS menu, accessible from the Main Menu,

In addition, this update also adds the option to reduce the camera shake during the Apollo Saturn V launch. This option can be enabled in the REALISM settings page. Enabling this will reduce the camera shake during S-IC and SII boosting, and will make it easier to press switches and buttons.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 13, 2019, 12:26:05 AM
Patch 0.209.EA is out, fixing Apollo SPS burn


The 0.209.EA patch has a lot of fixes in the Apollo Systems regarding the SPS engine, and the related programs in the AGC (P30 and P40).

These fixes should also fix the Apollo Reentry Academy tutorial where the engine just burned for two seconds.

In addition, fixes the Gemini Mission System and the Gemini Mission Editor has been made.

More bug-fixes will roll out during patches, and the development of the Lunar Module (interior) has started for full.

Thanks again for reporting issues, and helping me make a better simulator for everyone.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 19, 2019, 11:25:04 PM
Reentry Patch 0.211.EA is out, fixing the 0.0 Pe Gemini Ascent
19 JANUARY   - SOTAMAKKARA


On some PC's, the Gemini Titan II launch vehicle have had some issues with the Guidance system, where it fails to drive the rocket into orbit.

This has now been fixed over 0.210.EA and 0.211.EA.

If you prefer the old algorithm, it can be selected by setting the Guidance switch on the commanders seat arm rest to RGS.

Thanks for the community members involved in getting this fixed in the Discord channel and here in the Discussion group.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 26, 2019, 12:15:19 AM
A quick update from the development!
25 JAN - SOTAMAKKARA

Hi all!
Just wanted to spend a minute giving you an update on Reentry and whats ahead.

Most of the available development cycles are going towards completing the core features of the engine. This means modeling the panels of the Lunar Module virtual cockpit, getting it into the simulator as a very basic version to get the logic and flow completed, and the features and math needed to land on the Moon.

I shared some screenshots with the Reentry Test Pilot team earlier this week. Not too much to show yet, but making huge progress on the backend.

First of all, most of the textures and panel models are complete. The switches and controls will be added one by one once the core features are done.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/18f93242060ba4ecd71d191ea794652408fe2208.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/9f975e1a2e204ba4718ccb5e907bd21870654f7a.jpg)

In addition, the logic are starting to shape up. It will be possible to switch between the Command Module and the Lunar Module at any time during the mission, as long as they are manned.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/a1f5999035b6d3ed18988b3a09e4d74da5f5c87f.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/47420e5c96845f5fd6956783bafd9a5f3441060a.jpg)

Above you can see the CM through the LM windows. Then I switched into the CM and can see the front of the LM.

The have very different flight characteristics, as the LM is controlled more like a helicopter, and standing.

In addition, I discovered why the shadows inside the cockpits had dissapared and solved some of shadow stability issues. To make it pop, I dimmed down the CM cockpits lights. Finally starting to look like something!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/200cb6e98e6562b4db60333f9646684953aab893.jpg)

As mentioned earlier, I'm currently spending most of the energy on this, but will return to addressing issues and creating bux-fixes is once this is getting into a working flow.

Thanks again for the great feedback, reviews, the community, the stories you are sharing from the Early Access so far, and for playing Reentry! :)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 04, 2019, 01:35:36 PM
Reentry Development Roadmap
3 FEB - SOTAMAKKARA


Hi all!

Just wanted to share that a new Roadmap board has been created, and can be seen on Trello. The first column shows the Development Phase I'm in while the rest shows major features and tasks. This is meant as an overview, and I haven't yet had the time to add everything here yet.

https://trello.com/b/ip2zVHUa/reentry-an-orbital-simulator-roadmap

Most of the development is still focused around the core of the Lunar Module, and to get it into a state where I can start implementing its systems. Before this happens, I need to give it a pulse like electricity and attitude etc, and a place in the engine so I can enter it and start using it. I have added a card for this in the roadmap. :)

Thanks!
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 04, 2019, 01:40:35 PM
Graphics bug, follow this procedure to make the graphics better in the cockpits
3 Feb - Sotamakkara   


Hi all,

I found the bug many has mentioned where the graphics in-game is missing some important effects such as AO shadows in the cockpit and special effects. If you go to the Main Menu and settings, disable the special effects checkboxes, and then enable them again. This should fix it, and give you a better looking cockpit.

Procedures:
1) Start Reentry
2) Go to the Main Menu and settings
3) Disable all the graphics checkboxes
4) Enable them again. This should fix it, and give you a better looking cockpit

Cockpit Sun Shadows
In addition to this, I finally found the bug that also blocks the shadows from the sun while sitting in the Virtual Cockpits. With this fix, the sun is allowed to enter the cabin through the Windows, and will nicely illuminate the panels and interior.

These two bugs will be rolling out with the next patch, planned for end of next week.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/fa010ad0b6b44a5c4ec343f55794db107a9b0bb0.png)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 05, 2019, 02:35:14 AM
Reentry Patch 0.212.EA is out!
4 Feb - Sotamakkara


While working hard on the Lunar Module, I found some time to roll out a quick patch fixing graphics issues, as well as some logical and system issues.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/fa010ad0b6b44a5c4ec343f55794db107a9b0bb0.png)

The following major issues has been addressed in this patch:

- A new flashing blue/green indicator on the checklist guidance window indicates that you need to press PRO when you have completed the instruction it asks you to perform such as checking battery voltage and radio checks etc.

- Mercury, Gemini and Apollo Sun Shadows Fix, still looking into the resolution fix for Gemini and Mercury, but this will now let the sun enter through the cockpit windows.

- Default shadows fix, so the cockpits look better, but still working on the shadow resolution.

- The Field of View inside the cockpit works on the outside environment as well again.

- The Apollo EMS is scribing again.

- Hover Highlighter Distance check issue fixed, now the hover box is visible even when hovering switches far away.

- Mercury Engine SFX playing on outside view

- Gemini Orbit State initial fixes

- AGC register 62 (V16N62E) won't crash the AGC (no longer need to pull the fuses to reboot and recover from that)

- Pulling both Decompress and Repressure handles won't be as noisy anymore


In addition, many other minor issues has been solved.

Thanks again for reporting, and for helping me make Reentry better for everyone! :)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/3a9a59c2eb7fad413031e970e41bc1a268385274.png)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 20, 2019, 02:08:12 PM
An update on the Lunar Module!
19 Feb - Sotamakkara   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/8efa095e93548a9b391e59c28e6de93f0e10ca57.png)


Hello all!
And welcome to the Lunar Module Preview!

It's been a while since my previous update on Reentry. The reason for this is that I'm spending all the time I can on implementing the Lunar Module. I won't go into too much details here, but rather let you see some of the progress through some screenshots. Keep in mind that this is WIP and things will change. My focus has been on the systems, but been trying to complete the models as well.

The Lunar Module is a very complex spaceship with a lot of systems. It's quite similar to the Command Module in many ways, but also has some big differences in how it's operated. For example, you fly this more like a helicopter.

Most fuses can be found on the left and right side.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/3fe8d7a0def4a8299802bfdec4c458ec7a3df34e.png)

There are two main DC buses, one for the Commander and one for the Lunar Module Pilot.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/4b03c1213c27e40d713cbd299ef9ad56e8ce65c4.png)

The EPS powers most of the internal systems, and the explosives device panel triggers irreversible actions needed throughout the missions. Two engines are available, one descent engine, and one ascent engine.

Most panels are in 4k, and every switch will be intractable. You can check the roadmap link below to see the progress, and what systems are implemented.

Enjoy some screenshots below, while I get back to coding. :)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/881b01ae9fe08ac5e456ee06939650fe17eedfd3.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/c74108f3ff42314cfaf011eec7cf8c854878ffda.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/9fb75ffe6f61499ab546e032140472cc19aa3644.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/eb4c9794e40df0f394ab28b97af937c102e03d4d.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/d9cf7930e3fee7d3731a75905517fe5f7abebced.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/db04a93f07f3858be05859747d453beaa05a9991.png)


You can follow the progress/roadmap of the development of Reentry here:
https://trello.com/b/ip2zVHUa/reentry-an-orbital-simulator-roadmap
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 16, 2019, 11:37:11 PM
Lunar Module procedures in development
15 Mar - Sotamakkara


From an engine perspective, the Lunar Module is now integrated with Reentry, and the hard but fun work of implementing the procedures, systems and features can finally begin for real.

This means that the Lunar Module now has a dedicated area in the Mission Pad where all of its checklists can be found, and followed to operate and learn the procedures it requires.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/b000a06b2a8a4ccbf9bf66f35d83d74185222ffb.jpg)

The Lunar Module will be an advanced addition to Reentry, and is a very hard machine to both fly and operate. But once you learn how it works, it all makes sense logically.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/e81ce7d87f8d052abef10f09f6c4783278cf0d10.png)

I'm currently working on the Subsystems Activation checklist. Once I have that complete, the first few Academy lessons can be written, and will be rolled out to the Test Pilots team.

Thanks for the patience, but developing the Lunar Module in the way I wish sure takes time, but will be well worth the wait. :) Once the initial version of the LM has been rolled out, the rest of the core features can be created such as landing on the Moon, and getting back home.

Stay tuned!
Title: Re: Reentry - An Orbital Simulator
Post by: Attila on March 17, 2019, 09:39:41 AM
Nice, the SIM is great and the developer do a good job.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 18, 2019, 10:32:59 AM
Development Insight: Pressurizing the Lunar Module
17 Mar  - Sotamakkara


I'm happy to announce a new type of posts around Reentry - the Development Insights!

These posts aim to just describe some of the systems I'm working on, as well as let you know of some of the progress and depths of the simulator.

Anyways, let's get started! Today I have been focusing on the Lunar Module entry systems, and the procedures around this - all available with the release of Reentry v.0.3.x.EA.

To be able to gain access to the Lunar Module, after docking with it, you will need to pressurize the Lunar Module tunnel and cabin. You will use the oxygen on board the Command Module to do this initially, before activating the Lunar Module ECS system.

The access tunnel has its own tunnel light that you can turn on from the CM panel (MDC-2), and next to the tunnel, you have various controls for pressurizing it.

The primary method is to open the CM Pressure Equalization Valve by rotating the handle in the center of the hatch door. This will slowly equalize the pressure in the tunnel.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/6b12397967d14da6ceb69509992fa74f346e3962.png)

Another method is to use the LM/Tunnel Vent Valve, with the controls located on Panel 12. Panel 12 has a gauge that reads the difference in pressure, and controls for operating the valve.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/3922954f345f1dd31c836d1dff8d20e9c15630e1.png)

Once the pressure is equal, you can remove the hatch and enter the Lunar Module to start the LM entry procedures and the LM Subsystems Activations checklist.

Thanks for the patience through the development of Reentry 0.3.0.EA. :)
20 Rate up
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 19, 2019, 04:21:48 PM
Going to show a preview of the Lunar Module (stream and recording) today!
19 Mar - Sotamakkara   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/8efa095e93548a9b391e59c28e6de93f0e10ca57.png)

"I will be streaming and recording a quick preview from the Lunar Module this evening (GMT), if everything goes according to the plan.

Planned stream time:
03/19/2019: 10:00 PM (22:00) GMT+1 = 2:00 PM (14:00) PDT

Today I will for the first time show the Lunar Module in action, where I will open the tunnel hatch from the CM, and enter the LM, and go through some of its systems.

The plan is to start streaming and creating more official video content from Reentry going forward, so please check out the channels below, and subscribe to be notified!

The stream will the broadcasted on the following channel:
https://www.twitch.tv/wilhelmsenstudios

And the recording will be uploaded to the new and official Reentry YouTube channels:
https://www.youtube.com/channel/UCaTAqRYeGxQRZ1CNZLJ439g

Thanks!"
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 21, 2019, 11:21:59 AM
Video: A preview of the Lunar Module
20 MAR - SOTAMAKKARA


The Lunar Module is the 4th spacecraft that gets its spot in Reentry - An Orbital Simulator. As with the other spacecrafts, it's a study-level representation of the real Lunar Module, where a lot of the procedures, systems and features work realistically.

This video will only touch a few of the systems, but hopefully give you a good overview of the look and feel of my implementation of it.

The Lunar Module was used to land two of the three astronauts in an Apollo mission on the lunar surface.

Hope you will enjoy this preview!

https://youtu.be/N9DHLk7B3YU
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on April 08, 2019, 01:48:05 PM
Dev Insights: The Lunar Module and new checklist features
8 Apr @ 1:26pm - Sotamakkara


The Lunar Module is now at a stage where it's major systems and functions can operate individually and together as a whole.

As with the other spacecrafts in Reentry, nothing is checklist based (complete checklist X to progress with the mission). This means that each system has an underlying system controlled by the Lunar Module panels, giving you a lot of freedom on how you achieve and react to situations, and handle failures, mistakes and bugs.

However, checklists are still a standard way to operate the spacecraft, and the in-game Mission Pad has checklists resembling the ones used for real.
During the initial part of the mission, the Lunar Module is in a near Cold & Dark configuration. This means that when you wish to power up the Lunar Module, a lot of systems needs to be turned on, from electricity to the oxygen supplies. The checklist used by the crew to perform this is a very lengthy checklist, and has made me rethink how some of the checklists can work.

With this, I now added new checklist features, such as being able to verify and run sections of some checklists, where it makes sense, such as the LM Subsystems Activation checklists. In addition, some tasks such as setting powering the LM through the LM can be performed by other crew members such as the Command Module Pilot (you can switch to the CM and do this yourself too, if you wish).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/a358a24654ceefa0673b1a67848fd3f187a41395.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/b0bbc70a0601241edfdce1baf1c17dadf01b849e.jpg)

As a side track, this can be developed into a new and better interaction system where a dedicated menu can exist, where you can give some commands to the crew and mission control in a new and different way.

The Lunar Module will soon be rolled out to the Test Pilots, for initial testing, as I continue implementing the details that happens between the panels and the systems.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on April 20, 2019, 11:54:36 PM
The Lunar Module has rolled out to the Test Pilots!
20 Apr @ 9:56am - Sotamakkara   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/0c9552ea8d34ef9a7cc4943870e3a9e1526c308d.png)

I'm pleased to announce that the Lunar Module has rolled out to the Test Pilots team, where we will try to identify and correct the major bugs.

TM-9 (Test Mission 9) is all about testing the integration of the Lunar Module in the Reentry Logic Engine, and its core features.

Lyra Fluid System is a new fluid dynamics engine I'm working on for Reentry. It will make it easier to work with substances used in the ECS and propulsion, such as oxygen, oxidizer, fuels etc. Some of the Lunar Module has started to use this, and as we test this, I will slowly roll this out to the other LM systems, as well as the other spacecrafts in Reentry.

Thanks again for your patience, I know it has been a while since the previous update due to the work needed in the Lunar Module. But this means that you will soon be able to play this yourself, and land on the Moon eventually.

Anyways, here's a few new screenshots of the Lunar Module. Enjoy!
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/862b076c504fdae5b2864f3414a12675fbd9897a.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/c7beb4b7a023f76ff448aff166bdfe3111d0845c.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/db3edce5cf9c8263ef788fa27525d41d1997b470.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/08a85c2603a78118b45f988995249fd3968b78d2.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/20a3a8877cfa9fe01bc891e935059584ef3baa0d.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/8febd40e2e3261cd41cc221d829bd0c58d25de3c.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/6910758002a313356e9ddccee5f561243bb4320c.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/35ec3f414fbb3814b018e15ca2f342b21322f905.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/f0e7003c900cb663dc7de70fd0a85a48b0548592.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/db59f1a5a17c276dbcfe75e6f7e8faa4a07d0794.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/fcad2fee3aaae5dd74953805afdeb2584ecc52eb.png)

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on April 25, 2019, 12:07:05 AM
A brief update on v.0.300.EA and the Lunar Module!
24 Apr @ 8:02pm - Sotamakkara   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/61714524b5a65be0ce682b8e8d55165aabda340c.png)

The 0.300.EA update has been in development for a few months now. The major addition (and time consumer) this version will bring is the Lunar Module. As you can see from the latest screenshot above, there is a lot of new historical systems for you to learn and enjoy. The Lunar Module is amazing to fly and operate, but also requires a lot of skills.

As with the other three spacecrafts that comes with Reentry - An Orbital Simulator, the Lunar Module will get its own dedicated manual.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/997b7a266cadde2e4ef7745895f7644e350953fd.png)

This manual will be based on the manual the real astronauts used to learn and operate the Lunar Module.

In addition, based on a lot of feedback, the camera model is being changed into a more FPS-like camera, meaning you will control it relative to itself vs. relative to the panel (as it is now). You will also get a crosshair to work with when the camera movement key is being held. When released, the traditional mouse-interaction resumes. I immediately got more productive in the cockpit this way, and I hope you all will like it too.

When will you get it?
The public release of 0.300.EA is not too far away now. The first release will not be complete of-course, and some systems will be missing or needs more work. However, with the first release, the major systems will be in an operative state and it will come with a set of Academy lessons. As we progress towards 0.400, more content and systems will be added.

The Test Pilots are working hard on testing the logic and learning how to fly this as we speak.

Thanks again for your patience!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/eecfde9d5308bc92b9e9e4325cc6c9f0ee19991a.jpg)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 05, 2019, 02:56:55 PM
That's no moon... Happy May the 4th!
4 May @ 10:54pm - wilhelmsenstudios   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/5b98e2fcd11d4689bad2d4bc65430a0197d625cc.png)


Thanks to @Sundhaug92 aka. Martin Sundhaug for the pic, and to the Reentry Community for the support of making Reentry - An Orbital Simulator happen.

Happy May the 4th to everyone!
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 24, 2019, 01:14:07 AM
A preview of the Lunar Module will be released tomorrow (5/24)!
24 May @ 12:43am - wilhelmsenstudios   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/61714524b5a65be0ce682b8e8d55165aabda340c.png)

If everything goes according to the plan, Reentry version 3.0.0 will be released tomorrow evening, making a preview version of the Lunar Module available in the EA! This is given that compiling works as predicted.

The Lunar Module was the spacecraft that landed two men on the Moon, after a long journey from Earth in the Command and Service Module. It's an advanced spacecraft with many new systems to get familiar with, and will be a long awaited addition to Reentry - An Orbital Simulator!

A draft of the Lunar Module Flight Manual for Reentry has been made available, and the module comes with a set of new Academy Missions so you can jump in and get familiar with it straight away!

With the release of 3.0.0.EA, we can finally get back to smaller and more frequent updates. This means we can start improving Apollo bits, as well as making it possible to land on the Moon (this will not be possible in the preview version of the Lunar Module).

Launch Event!
A launch event will take place in the official Reentry Discord group (http://discord.gg/reentrygame) at 14:00 PDT: https://www.timeanddate.com/worldclock/converter.html?iso=20190524T210000&p1=187&p2=234&p3=101&p4=136&p5=166&p6=195   
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 25, 2019, 01:17:14 AM
Patch 0.301.EA is out, adding a preview of the Lunar Module!
25 May @ 12:30am - wilhelmsenstudios

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/997b7a266cadde2e4ef7745895f7644e350953fd.png)


Phew, it's been a while since the previous update, 4 months to be precise. The reason for this is the hard work needed to get the initial version of the Lunar Module into Reentry.

With that done, the rest of the bits will come through frequent updates as we move towards landing on the Moon. Keep in mind that the Lunar Modul is in a very early stage still. Landing on the Moon and musing major programs on the LGC is not yet possible.

Major changes:
- Lunar Module Preview added to Reentry, including a lot of the integration work.
- FPS Camera control: You now strafe correctly inside the cockpits
- Cockpit limits are removed. The screen will fade to black when you are out-of-bounds.
- Graphics settings screen has changed, giving you more control. This is mostly a placeholder.
- DAP control for CM and LM is available through V48E on the AGC/LGC.
- Better camera control in Apollo Orbit View.
- Apollo Orbit paths are resized based on camera zoom.
- Some initial TLI tools has been added, and the entire TLI algorithms are changed. Still far to go here, but TLI now takes you closer to the Moon. :)
- Lunar Module Academy was added.

In addition, thousands of minor features and bug-fixes has been made.

You can get familiar with the Lunar Module through the Academy Lessons, as well as the Lunar Module Flight Manual: http://reentrygame.com/gamemanuals/
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 26, 2019, 12:03:29 AM
Learning the Lunar Module: Official documentation by NASA and Grumman
25 MAY @ 9:40AM   - WILHELMSENSTUDIOS


With the release of the Lunar Module for Reentry, I decided to create a little post regarding some of the material available so you can learn how to operate and fly the Lunar Module yourself.

Keep in mind that the Lunar Module is considered an advanced spacecraft and requires some study to operate. This post will help you navigate through all the great sources.

1) The Lunar Module Academy
The Lunar Module Academy is the in-game lessons led by an instructor, that will take you through the major components and how the Lunar Module works. There are multiple academies available, each designed to teach you the various systems available.

In addition to this, I will soon be uploading short videos that teaches you some of the systems over at the Reentry - An Orbital Simulator YouTube channel: https://www.youtube.com/channel/UCaTAqRYeGxQRZ1CNZLJ439g

2) The Lunar Module Flight Manual for Reentry
I have create a Lunar Module Flight Manual, currently 190 pages, that takes you through it's history, major components, and system deep-dives. The manual is based on documentation created by NASA and Grumman.
Link: http://reentrygame.com/gamemanuals/

3) NASA Apollo Lunar Module News Reference
This guide is an illustrative manual that describes the Lunar Module, it's mission and all its systems.
Link: https://www.hq.nasa.gov/alsj/LM_%20NewsReference_%28267_pp%29.pdf

4) Apollo Operations Handbook, Lunar Module, Volume I, Subsystems Data
The LM Operations Handbook is the real deal, and goes into the full depths of the Lunar Module, and was the guide that was used in the real training. Volume I is describing all the different systems of the Lunar Module.
Link: https://www.hq.nasa.gov/alsj/LM10HandbookVol1.pdf

5) Apollo Operations Handbook, Lunar Module, Volume II, Operational Procedures
This is the second volume of the LM Operations Handbook and describes how each system is used by the astronauts. These are mainly checklists and procedures. Many of these checklists are available in the Mission Pad in-game.
Link: https://www.hq.nasa.gov/alsj/LM11HandbookVol2.pdf

The following link is a collection of various documents made available by NASA: https://www.hq.nasa.gov/alsj/alsj-LMdocs.html

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on June 01, 2019, 01:00:03 AM
Patch 0.302.EA is out - More Lunar Module systems, Mercury-Atlas 6 fixes, RCS/DAP changes
31 MAY @ 9:45PM   - WILHELMSENSTUDIOS

I'm happy to announce that patch 0.302.EA is out!

The major part of this patch is bug-fixes from the initial 0.300 release, as well as some system placeholders for the Lunar Module.

There are 100's of fixes here and there, but here are the major changes:
- The Mercury-Atlas 6 mission has been fixed when it comes to the activity checks, and mission progress.

- Added more particles during Apollo stage sep and Saturn V ascent.

- The Lunar Module has received placeholder logic for the Rendezvous Radar and the Landing Radar. These need more work, but you can start to play around with them. A chapter on these radars has been added to the manual.

- The X-Pointer on the Lunar Module has been implemented. It's input is based on input-signals from the radars, but at least you can now change some if its modes and see these on the glowing labels on the X-Pointers themselves.

- The IMU alignment during the Apollo launch procedures as received some fixes, as well as the guidance logic.

- The Apollo and LM RCS and DAP logic has received some fixes, but is being worked on.

- Fixed typos in the Lunar Module academy lessons


Thanks for reporting issues, and helping me make Reentry better!
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on June 15, 2019, 08:54:16 PM
Patch 0.307.EA is out - CM translation & achievements fixed, lunar improvements
14 JUN @ 10:35PM   - WILHELMSENSTUDIOS


The latest patch contains a lot of fixes, and some new features. The main bug-fix area is the CM RCS system and its DAP. You should now be able to translate normally again (but remember to power up the jets).

In addition, there are a lot of new systems in development, all surrounding the lunar landing. These changes includes the rendering of the Moon, sizing and transition, as well as the LM radars used to land on the surface.

Thanks for reporting issues and for playing Reentry! My main goal currently is to complete the technical implementation for performing a lunar landing. Once this is complete, it can be refined and the LGC guidance logic can be started.

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on July 16, 2019, 12:41:27 PM
Happy Apollo 11 50th Anniversary, and an update on v.0.400
16 Jul @ 10:48am - wilhelmsenstudios

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/76c5ee5a4ebdd7c6710c437357d48d37cfb059ac.png)

50 years ago the powerful Saturn V rocket ignited at Cape Kennedy, and boosted the Apollo 11 spacecraft into Orbit around the Earth, with astronauts Neil Armstrong, Buzz Aldrin and Michael Collins onboard.
From Earth orbit, they executed a TLI maneuver to set the spacecraft on a 3-day trajectory towards the Moon.

It's an honor to announce that the next major update to Reentry will be rolling out the Reentry Test Pilot team over the next few days, and then to general release. Version 0.400 will contain the first version of the lunar descent and lunar landing, as well as some other nice surprises that will be announced over the next few days.

Thanks again for playing Reentry, and happy Apollo 50th anniversary!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/61714524b5a65be0ce682b8e8d55165aabda340c.png)


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on July 21, 2019, 09:00:51 PM
Reentry 0.400 has been rolled out to the Test Pilots
21 Jul @ 8:32pm - wilhelmsenstudios

Where would be a better place to celebrate Apollo 11 and the lunar landing 50 year anniversary than from inside the Lunar Module, developing the Lunar Descent?

With that, I'm happy to announce that Reentry version 0.400 is now in the hands of the Reentry Test Pilots. I'm working closely with the team to fix major bugs, and once I'm satisfied I will roll this out to all of you!

Keep in mind that this is still an Early Access title, and a lot of the features you will find in version 0.400 will be in a very early stage, and will improve as the game is patched and updated. Just like the other things you can play today.

So, what will version 0.400 have? Well, it's quite a lot. So I'll explain most of it with screenshots.

The Lunar Descent
The major part of version 0.400 are the capabilities needed by the Lunar Module to perform a descent down to the lunar surface. This is a combination of radars and the lunar guidance computer, and some game mechanics elements. Program 63, 64 and 66 are used during the descent.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/8f06efd09561eb68f5bc21c85352e1445be326f6.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/7ea87e1896b6bff2079bd688589d61650d88c229.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/8be52b0434f77086584fbb077484b3fa15f72128.png)

The Lunar Landing
The last part of the descent is the landing itself, and the touchdown on the Lunar Surface. You slowly control the LM the last 200 feet to touchdown. Using the radars, and the X-pointer, you can perform the entire landing without looking out of the windows (but it's recommended). The lunar surface data is based on real elevation data and textures created by NASA, so you can explore and see most of the lunar areas yourself.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/7215cc64f549ea3202eb9956298fd847db814d29.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/4f27888690c74c46b0a1aba951b90a4d58cec4e1.png)

Lunar EVA
Another feature I decided to add to 0.400 is the initial version of a Lunar EVA. This means you can enter and exit the Lunar Module, and walk on the Moon. The controls will be similar to what you are used to inside the Virtual Cockpit, and you will be walking around from a 1st person perspective.

Lunar Roving Vehicle
The last addition to 0.400 is the LRV. The LRV is the latest "spacecraft" added to Reentry, and will come with its own operations manual, with systems as deep as the other spacecrafts. The electrical system and drive mechanics are already in place, and you can select what engines will be active, and what wheels (front/rear) will be used for steering, just like it was with the real thing. The controls are similar to the other virtual cockpits.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/cbd1fa22693392c7af6af37456d2406c47ebc893.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/29944c916b50c5360ea469699ae439c5cb879a7b.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/49b3e1e9ea1c44da61145819e5e73de726177e4d.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/4f1b23f4fdc568d36136628f659c1221c65488f8.png)

Thanks for reading!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/b8e846e698b5d83ffa3cf4bdf97ca8dd7feae809.png)

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on August 25, 2019, 12:13:12 PM
Reentry version 0.4 has been released!
24 Aug @ 5:13pm - wilhelmsenstudios

The long awaited update containing the Lunar Descent and Landing, as well as a lot of changes to the Lunar Module, has been released.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/74fb9e723b80b99f2676b96d702b3d3816e5d4fd.png)

With this update, you finally get to follow more realistic procedures to undock from the CSM, use the LGC to set up P63 to initiate a lunar descent and land. P63 will try to guide you through the descent and will automatically change to P64 and P66 for a soft landing.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/9700154482f6854de13b448f384e82e69803f428.png)

The Lunar Module Academy has been updated with new lessons, covering many of the new systems introduced in 0.4.

Between P64 and P66 a transition happens. This is to give you a more immersed experience for the Lunar Landing itself. In this transition, the Lunar surface is procedurally generated using realistic elevation data, and also places boulders, rocks and generates a better lunar surface than what's possible in the Orbit world (floating point issues). Another feature this transition brings is the possibility to have a more realistic EVA experience on the lunar surface. This transition is a new addition, and is still being worked on.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/0daa4ddef42e1d55eed722419d0f47c6e9d50649.png)

During descent, it's important to use the tools you have available to monitor the descent. These are the Landing Radar, Tape Instruments and the X-Pointer, as well as the FDAIs.
The X-Pointer is used mostly during P66 to check your velocity relative to the surface. Keep the needles centered while performing the last part of the landing, until touchdown.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/aee945387721cf9f53479bb47c080c1808be9e85.png)

In addition, a lot of internal systems are working together to make the landing possible. The DPS is consuming fuel and oxidizer, while two helium tanks are used to pressurize it. Pay attention to these, and ensure the super-critical Helium is used after DPS ignition.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/ff878217bef06c04f6ebf150f0178102af596ee5.png)

With this update, you also get to open the LM hatch (procedures for this will be come with future updates), climb down the ladder in a first person view, walk around on the Moon, place the US flag and drive the Lunar Roving Vehicle (preview).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/102d5fc032871e81c8c1273b0bd425e8ed0fdc6d.png)

A new radial context menu has been added, and is currently available as a test in the EVA views, but the plan is to gradually replace parts of the cockpit UI such as the Comm UI to this. The same hotkey is used to bring this up and allows you to open/close the EVA suit visor, toggle flashlight, exit the LRV, place the flag etc.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/f407769012e61cb6d8c338699407cefc25818e4f.png)

A landing flag can be toggled in SETTINGS, and will be visible after the transition during P66. This shows the planned landing location. But feel free to touch down anywhere.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/4f3ac72c3624581e4539e781a249eb5340fea7ea.png)

If you wish to spawn the LRV, exit the LM and use the C menu to render the in-game buttons. Walk over to it on the external hull of the LM, and click it. You now enter a placement view. Select where you wish to place it, and click there to spawn it.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/43d123e97f4207be4e5f0f3f38eba50a337d0429.png)

A lot of other things has been update as well. For example, shadows has improved inside and outside the cockpit.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/c1137a12352ad34222dfc0b0b7762b7c3507a298.png)

Checklists for the descent is available, but does not currently have the automatic RUN feature implemented.

Keep in mind that this update is another Early Access update, so be prepared for anything. To compensate for this, the REALISM and GRAPHICS section has been change a bit too, so you can toggle some of these new features if things are running slow, or if the transition has a performance hit on your system.

Thanks to all of you who are part of the Early Access of Reentry, the Reentry community, and to anyone reporting issues, feature requests and/or contributing to the project. This makes Reentry a better simulator for all of us.

Special thanks to all the Test Pilots who have spent a lot of time working on this new version.

Thanks, and good luck on the descent!


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on October 27, 2019, 11:34:07 PM
An update from the development of version 0.45.EA
Sun, 27 October 2019

A lot is happening on the internal side of Reentry. As we are progressing towards version 0.5 where the Lunar Ascent and CSM/LM rendezvous will be introduced, a decision was made to rebase the physics in Reentry (this covers all programs; Mercury, Gemini, Apollo CSM and the LM).

This has required me to uncouple most of the internal maneuvering functions such as ascent guidance, mechanics, rendezvous (Gemini), orbital maneuvering, TLI, LOI etc, create the rebase, and rewire everything back together using the new methods. It has been taking a lot of time, but it's well worth the wait - it brings Reentry to a whole new level!

So, what does this really mean?
This means we can finally get much more stable physics. The orbital parameters will be more reliable, and new tools for burn planning and TLI is introduced, allowing the player to plan better and more precise burns. Also, the orbits around the Moon are now stable (no more fluxing ap, pe etc), and maneuvering around it is much easier.

Most of the work is complete, with the exception of the TLI burn planning tool. This is almost done but requires some tweaking to get right. Once this is ready, the first build of 0.45 will roll out to the test pilots!

This physics update is also required by version 0.5 to get a stable ascent from the lunar surface.

Stay tuned as we progress towards 0.45! :)


So, what's ahead?

Version 0.45 will be the physics update needed for version 0.5

Version 0.5 will cover lunar ascent, rendezvous and returning to Earth, as well as atmospheric entry for the Apollo command module.

Version 0.6 will cover major rework in Project Mercury, introducing failures, missions and better systems, as well as some awesome surprises I have in-line for you.

Version 0.7 will cover major rework in Project Gemini.

Version 0.8 will cover major rework in Project Apollo.

Post 0.8 will be mostly around content and polish.

Post version 1.0 will be all about looking ahead, and figuring out what's missing in Reentry ;)

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 23, 2019, 11:30:55 PM
Reentry version 0.45 is rolling out to the Test Pilots
Sat, 23 November 2019

The long awaited 0.45 update has rolled out to the Test Pilots!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/ac9b04450fe458afb485ae3f6a20afb5bf180236.png)

This is a major update with a lot of fundamental changes to Reentry. I will post another post very soon with details of what this update contains and how it will affect Reentry, but for now please refer to my previous post.

The update has changed how the physics is Reentry works, and will improve many aspects of the game play. This update required me to rewrite a lot of the logic, and the Test Pilots will spend some time testing each of the spacecrafts in Reentry.

The 0.45 update will be tested in 4 waves:
1. The first will focus on Project Mercury (the testers has started testing this today).
2. The next will be Gemini and everything Gemini has to offer
3. Then the Apollo Command Module and Saturn V, ascent guidance, Earth orbit, TLI etc. needs to be tested and verified.
4. Then the Lunar Module and powered descent/lunar landing will be tested

The reason for this in-depth testing is due to the fundamental changes of the simulator.

I suspect there will be some major issues that has to be fixed, but once this is done, the update will roll out to you who are part of the Early Access of Reentry - An Orbital Simulator.

Thank you for your patience - I will keep you posted as we make progress with the testing!

- Petri

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 30, 2019, 12:24:31 AM
So, what's in version 0.45?
Sat, 30 November 2019


The test pilots have been working hard on the latest version of Reentry, and a lot of fixes and changes has been made - big shout out to the Test Pilots!

I haven't really spoken much of what version 0.45 contains, other than that it's a rebase of the game, so in this post, I will try to explain some of the new things!

Physics
First of all, as you probably know, the physics of Reentry has had an upgrade. You will most likely not notice too much of this, but the general feel of the simulator should be smoother. The world size has increased a bit from the physics perspective, allowing me to start looking at the possibility to increase the world size further in future updates.

In addition, this allows for much more stable orbits; previously you would notice that your orbits apogee and perigee would flux and jump with an offset of multiple kilometers within even one orbit. Now, the orbit remains fully stable (with offsets limited to just a few fractions of a km). However, if you fire a thruster or an engine, the orbit will change, as expected!

This stability was really bad around the Moon. In fact, this was one of the major issues that needed to be fixed for me to write a proper Lunar Ascent Guidance algorithm. Lunar Orbits were almost impossible to work with and you had to request Ap and Pe from mission control to get accurate values. In this update, that button is gone, and the orbit is perfectly calculated in real time!

This has made it much easier for me to start writing tools that will execute much faster (remember the TLI and LOI calculations that could take a minute just to get a rather random value?). In 0.45, TLI and SPS maneuvers are planned using a new in-game tool!

Anyways, a lot of other changes has been made within the physical space, but let's keep it brief and move on to the tools!

Tools
Two new tools are added to the Apollo program (currently in experimental phase). Once complete, you can expect similar tools for Gemini and Mercury as well.

The first tools I wish to mention is the SPS Burn Maneuver tool. It's meant to be used by the Apollo CSM/SPS engine. A future update will allow you to select the Lunar Module DPS engine as the propulsion for the CSM (Just like in Apollo 13) as well.

The goal of the tool is to help you plan and execute burns to reach desired orbits. Currently this has not been possible except for eye-balling and manually burning.

Using the new tool, you can select at what point in the orbit you wish that the burn should be executed (in degrees, where 0 is at Pe and 180 is at Ap). Then you select how much delta V you wish to burn, and in what direction. An orange trajectory will then show you the estimated new orbit. In addition, the tool calculates when the burn should start (TIG), and for how long the burn will last. Keep in mind that all of these values are estimates, the actual orbit you will reach will differ based on how well you perform the burn.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/66254950be1e01075476b26d5d8efd3c86f4f3bb.png)

Above you can see that I plan to execute a burn around Perigee, with a dV of 50 fps retrograde. The new orbit and burn parameters can be seen to the left, and a TIG icon will be rendered in the orbit view. The number of decimals will be reduced :D.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/a0e234951977dc74ecc067a3cf7e06da6d011220.png)

In the screenshot above, I plan a larger burn in prograde direction, at the orbital phase/true anomaly of 45 degrees from Pe. The orange trajectory shows the new orbit I will reach (again, estimate).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/186686fa0ed80328d187a0eeb33eb0add9b459f7.png)

Lastly, I wish to highlight another feature of the tool. In this screenshot, you can see that the tool shows an Atmospheric Entry burn. This is all automatic. If the tool senses that you are planning a burn that will take you into the atmosphere, it automatically classifies this as an atmospheric entry burn/de-orbit. If this happens, it will show you where the entry interface starts and render an EI icon, as well as the entry angle at this point.

When you press REQUEST, mission control will get back to you with the burn data, as well as uploading this to the AGC so you simply can run P30 and P40 to execute the burn.

Let's move on to the next tool; the S-IVB Burn Planner. This tool will take you to the Moon. Previously TLI was calculated by requesting this from Mission Control. They would return to you with burn parameters what might take you to the Moon if you manually corrected the trajectory by eye balling.

This tool changes all that. TLI is now planned by you using some simple parameters. The tool will show you the estimated trajectory that will be recalculated as you change these parameters. This trajectory shows the path from Earth and at what Pe you will reach the Moon. In addition, it will also show you your Free Return trajectory, and at what Pe you will reach when returning to Earth.

Read on... (https://steamcommunity.com/games/882140/announcements/detail/1706231356225926108)



Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 15, 2019, 12:25:27 AM
Update 0.45.EA is out - Physics updates, tools, console, new lessons
Sat, 14 December 2019

The long awaited 0.45 (Early Access) update is finally out!

This update is the largest one written yet, as it impacts everything related to the physics in the simulator, so please keep this in mind as you play. The Test Pilots have worked a lot on testing the various parts of the simulator, and we have managed to fix most of the major and high priority issues we have found related to this update. However, that being said, there are still issues to be fixed, and I'm sure you will find things to report.

Please do so over at the official Reentry Discord channel at http://discord.gg/reentrygame

The physics parts of this update will most likely be invisible for most of the players, but is the basis for the work that will happen in version 0.5 and towards 1.0. It was required by the lunar ascent, as well as planning orbital maneuvers. As we move forward with the next updates and major updates, you will see the introduction of new tools and gameplay mechanics, balancing, as well a rendering improvements - all made possible thanks to the changes in 0.45.

Patch notes:
- Major physics update
- Apollo CM Tools (SPS burns, TLI)
- New Apollo Academy lessons for SPS burn planning and TLI
- Addition of a new Lunar Module Academy exam
- Console (open it in game using Back Quote)
- DevJournal (access it from the main menu or the console)
- First iteration of flight data profiling

Update 0.451.EA:
- timescale logging to identify who timescale is reset back to 1x in some missions
- LM exam panel state should now load C&D

Some major parts of this update still needs work, and going forward we will release minor patches correcting these things.
- Engines (F1, SPS, DPS ..) still needs re-balancing. Please expect longer ascent times, S-IVB and SPS burn times.
- TLI burn precision


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 25, 2019, 11:38:22 PM
Happy Holidays!
Wed, 25 December 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/7f60cb6430783c106495e9b098729b2260c6d1ea.png)

Reentry has been in development for many years now, adding one spacecraft yearly. It all started with the Mercury capsule for the Technical Preview I release in 2016, followed up by the Gemini capsule in Technical Preview II in 2017. The Command Module was then added for the initial Early Access release in November 2018.

In 2019 we saw the addition of the Lunar Module, as well as many improvements to the simulator such as the new physics update introduced in 0.45, and the Lunar Landing with the Lunar Roving Vehicle introduced in version 0.4.

Version 0.5 is now in development, and will be the update where the last parts of a full Apollo mission will be introduced. This includes the Lunar Ascent, the LM/CSM rendezvous, returning to Earth and performing an Atmospheric Entry. These technologies will then be applied to the other space capsules in later patches, starting with Project Mercury in v.0.6.

2020 will be all about improving the simulator, enriching its contents with new missions, failures and systems. New play styles has also been in development and will start to see its light next year.

All in all, I think 2019 was a great year for the simulator, and I really look forward to seeing what we can do in 2020.

I wish to personally thank each and every one of you who has bought Reentry and supported the development, to those being part of the evolving Reentry Community, as well as for all the great feedback I have received from you. A special thanks goes out to all of the Test Pilots who has spent countless of hours in fragile builds, working through checklists and having control of partial spacecrafts in development, It's a lot of work, and the simulator would not have been the same without your flight hours.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/955d27f7f96169e4250483a2982037658d2c0dd3.png)

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 03, 2020, 02:33:39 PM
An update on version 0.5x
Mon, 2 March 2020

Version 0.5x has been in development for a while now, and is rapidly taking shape, with the main focus of Lunar Ascent.

Hi!
It has been a while since I posted anything here. The focus has been on getting the development of version 0.5x up-to-speed.

This post is a brief summary of some of the new features you will see in 0.5x, as well as some plans on the roadmap.

Version 0.5 has a focus on two major features for Apollo.
1) Lunar ascent, and CSM rendezvous and docking
2) Atmospheric Entry

The 0.5x update will be split into two releases where 1) will be part of 0.50 update, and 2) will be part of 0.55 update. Development has started on both, and 1) is getting close to a release for the Test Pilots.

In addition, 0.5x will have some other nice general features, fixes and a lot of general improvements.

Lunar Ascent & Rendezvous
For those familiar with the Lunar Ascent and the LM/CSM rendezvous will know that this is a complex operation. There are a lot of procedures involved, and many new systems will be used. In addition, you will need to control two spacecrafts at the same time. The LM during ascent, and the rendezvous burns, and the CSM for docking, and during the rendezvous burns.

The first part of the ascent is where the Lunar Module separates from the Descent Stage and uses it as a launch pad. The APS (Ascent Propulsion System) is used to take the Lunar Module ascent stage from the lunar surface into an elliptic orbit around the Moon, with the same inclination etc as the CSM. The CSM is in a larger circular orbit.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/11a58ec7516255b3a78dd0a65d7ea8e3c0f13aaf.png)

The initial orbit has and Ap altitude and Pe altitude of 17km x 83km. Once the LM reaches Ap, the orbit is circularized using a burn named Coelliptic Sequence Initiation (CSI). After this, an optional Constant Delta Height (CDH) burn and an optional Plane Change (PC) burn is used to align the LM orbit with the CSM orbit, as well as ensuring that the LM orbit is in a circular orbit 15 nm below the CSM circular orbit.

After the above burns, the LM is catching up with the CSM (it works in a similar manner as when the Gemini spacecraft is catching up with the Agena before the rendezvous burn). The Lunar Module is using the rendezvous radar to track the CSM, and have an attitude that where the LM is facing the CSM, and vice versa.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/f0254ce485950b7459fcafb7934a415168a7114c.png)

At the correct point in the orbit, where the line-of-sight (LOS) from the LM to the CSM and the flight path of the LM has an angle of 26 degrees, a relative motion burn takes place in the LOS direction. The LM is thrusting directly towards the CSM, and will now be on a rendezvous path. This burn is named the Terminal Phase Initiation (TPI), the burn to intercept CSM's orbit). A TPM (Terminal Phase Mid-course correction burn) takes place after this, followed by a series of small breaking burns named the Terminal Phase Final (TPF) - placing the LM in a similar orbit as the CSM.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/6ebebc9036357205a8443b163996667cab409d06.png)

All of these burns are planned using P32 and P3X, and executed manually using P41 and the RCS system.

There will be two methods of rendezvous in Reentry, one simplified and one advanced. The simplified method will still use P41 to execute the burns, but will use P30 to plan the burns, with parameters received from MCC. The simplifies rendezvous will have the CSI burn, and then a direct rendezvous hohmann burn, followed by rendezouvs and docking.

The advanced method will use P32 to plan the burns, and then P3X (one P3X for each burn like CSI, CDH, etc). The simplified method is now complete, and will be part of the initial release, while the advanced still needs some development and will be part of a later update.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/134fe877e8214cc9a024a5545a3c602ee9727509.png)

New checklist system
The entire checklist system in Reentry has also been replaced by a new system. It looks similar to what you are used to but is now fully file-based. This means that each checklist has a dedicated file on your computer. A new checklist editor accessible using the in-game console can be used to add your own checklists, as well as modifying existing ones. When a mission is loaded, the checklist tabs of the Mission Pad will be procedurally generated based on the files it finds, and their data.

The checklist editor can also add Checklist Guidance Steps to it (if a checklist has one or more steps, the RUN button will be visible). A record feature will allow you to record the checklist steps that will execute when a player press RUN.

The DEFAULT checklists will be installed each time you run the simulator. It will detect if a default checklist is missing, and install it if so. If you have created modifications to a checklist, these modifications will persist. If you wish to reset it, just delete it and it will be installed the next time you start the simulator.

Each time you add a checklist, you will need to restart the mission for it to be visible. However, if you just make changes, the changes will be visible the next time you open the modified checklist using the mission pad.

Checklists can also have images (png).
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/ee4ceec9253c1da371bc92aa01d25073bfdcd938.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/9b1c0eb1d2aa407935ad3f7a198f184fda8ccaca.png)


The checklist system is applied across Reentry, meaning it is used in Mercury and Gemini as well as Apollo.

New Apollo Co-Pilot view
The new co-pilot screen allows you to give commands to your fellow crew members. You can ask the Lunar Module Pilot to guide you during the LM powered descent, or help you slew the rendezvous radar. Each of these features are tools and aids to simplify some tasks, and will used dedicated UI items. More features will be added.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/74a7495c9c0db22eaaa7292ec4317fbdd5283acd.png)

For those who previously has done a powered descent has noticed that the LMP will start to tell you some important data, and that this data clutters the mission flow using the mission command UI. This has now been moved to a chat box bubble-like UI element, and can be enabled and disabled to your liking. All of the verbal aids from a co-pilot will appear in this view. Each update will not be a new message, but will replace the existing content, so it works more like a data view instead of individual messaged (like Verb 16 in the AGC/LGC)

Also, a RR slew aid has been implemented, where you get the shaft and trunnion angle changes needed to target the CSM.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/ab22f32f66b526b1705f7780537417bdc07d6c2e.png)

I have not yet decided if this should use the UI above, or the same verbal chat box used by the co-pilot.

So, this brief update ended up being rather long, but I think this covers the major features you will see when 0.50 is released. 0.55 will have the new atmospheric entry model, and will be covered in a later post.

Thanks for reading!

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 20, 2020, 01:26:59 PM
We are getting close to 0.5 - this post covers it all!
Thu, 19 March 2020

Version 0.5 has been in development since the summer, and is going to be a great update for the Apollo program + some new things for Mercury and Gemini! With the release of version 0.45, I finally had the tools needed to get the Lunar module from the surface of the Moon back to the CSM.

You got a glimpse into what you can expect from version 0.5 in the previous post, but today we will take a look at other things 0.5 will introduce, and also talk about Atmospheric Entry for the Command Module. I will mostly use pictures do describe these features.

The initial plan was to release the lunar ascent, rendezvous and docking as one release, and then another release containing atmospheric entry for the Command Module. However, this has changed, 0.5 will have both Lunar ascent, rendezvous, docking and Atmospheric Entry. The bits are now in the hands of the Test Pilots!

Lunar ascent, rendezvous and docking
As most of the Lunar Ascent and rendezvous parts of this update was covered in my previous post, this post will cover the things that 0.5 will bring in addition to that. If you have not read the previous post, you can find it here above

Atmospheric Entry
Apollo Atmospheric entry should now work again. There are many parts that needs more development cycles such as the EMS and procedures, and the autopilot during the entry programs (P60's), but at least it's now possible to perform an entry with the Command Module again!

The Atmospheric Entry Academy lesson has been remade to reflect the changes, and is now much better.

The EMS is a great tool during entry, and will show you the G load, distance left and suggested guidance. This is still in development, but it's enough to make you understand what it's capable of.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/97b594d7454f7387e5c91d2ce5906c1ac39d66d3.png)

When drag increases you will now see a much more realistic plasma effect during entry.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/f267c77c3e5485ea65adfe3b38a03a50a44d793d.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/5793a82e636c901fb6594629f5380f1e6de94ce1.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/e7f571a9621815bee6f647280618b645d9414d94.png)

Landing & Splashdown
When the blaze is over, you now enter a much better splashdown area. It's very important to arm the ELS system, or else you will crash. With the ELS system active, and set to AUTO, the apex, drogues and main chutes will deploy automatically. But verify this, and if a fault happens, you can deploy manually by setting the ELS to MANUAL, and use the altimeter to check when to trigger an action.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/e2a86b011bb42b599f98b072a1ac9de0032dea1b.png)

First thing you will see is the release of the APEX cover, shortly followed by the two drogues. The descent rate should slow down to about 200 ft/s or less, and the capsule should stabilize/hang from the two chutes. Do not use the RCS system at any time during landing, or the ropes will burn.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/41918814d5d0699a34fcb2133a18c9cdae3adaa2.png)

Then the three main chutes will deploy, and the descent rate should slow down to about 32 ft/s.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/e2c299d9d3c1b32added4f577296e13fac53eb84.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/71116f1faded488e3547a527cd1894ad91c1f4a3.png)

Followed by splashdown

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/6f4e362bbc0847b6196d9c63b16463548c560f7d.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/fe0372840064f2ce99d58a42e44ddff7be31c980.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/9984d099c2ce44492568f40d4a2da0a3791b07f6.png)

Improves cockpit ambience
A new Cockpit Ambiance System is in the works, and will eventually roll out to all of the supported spacecrafts. This system generates a more true-to-life cockpit atmosphere with radio static noise, and the famous beep sound effect on radio messages. Lot's to be done, but feel free to give it a try.

Graphics & Performance settings

Render Probes
One of the major issues with Apollo is the amount of system resources it requires, and the amount of graphics used to render it all. The Earth, the Moon, the Saturn V stack with the CSM, and the Lunar Module, and both the virtual cockpits. That's a lot of draw calls. One of the biggest bottlenecks for performance is the reflection probes used to render reflections on materials. You now have an option to turn these off, or improve their quality.

Improved CSM Model
Small changes has been made to improve the quality of the Command Module and the Service Module.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/72844e17d0a7111bb8144d295022d19dd8f09678.png)

Main Window Glare
The improved reflection probes can now render reflections on the main windows of a virtual cockpit. If you have a lit cockpit, the reflections will be more intense, while if you turn off all the lights, there won't be much to reflect at all.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/e2632fb391de01db5cca0c8044f6ba0c062321aa.png)

Basic Crew Models for the CSM and LM
I'm working on a Crew Model and Astronaut Avatar system, used to create your own Astronaut. While this is in progress, I have enabled the option to render basic models of the crew in the CSM and the LM.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/702b3dca8149a16073c5684ce5dfeccae55b668d.png)

Off-screen Switch Indicator
Ease-of-use is very important for me, and TP SwGustav suggested adding a UI indicator pointing towards a switch when it's outside of your view. An off-screen switch indicator was introduced, and will be visible if a checklist or mission instruction needs you to change a switch not rendered. This will then point you in the direction you should turn the camera to find the switch.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/0e2039d55e30e26bbfbeaa4612f83b8808cbd5d4.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/65ed7b9f7216ce50f48a6f7f433530b5171e61dc.png)

All-in-all, with the introduction of Lunar Ascent, and Atmospheric Entry, version 0.5 will bring a lot on the table. Academy lessons has been added. In addition, a lot of issues has been fixed (and probably introduced too), thanks to all the bug reports and feature requests you have made.

Title: Re: Reentry - An Orbital Simulator
Post by: Attila on March 21, 2020, 04:21:24 PM
Nice to see that he is still working on it. Thx for the post.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 21, 2020, 11:24:36 PM
Nice to see that he is still working on it. Thx for the post.

The dev is passionate about the project. It keeps improving.

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 23, 2020, 01:54:48 PM
Reentry Version 0.5.EA is out!
Sun, 22 March 2020

The 0.5 update of Reentry is finally out!
A lot of work is still left, but 0.5 shapes the basics of Lunar Ascent, and Atmospheric Entry.

Details on the update can be seen in these two posts:
https://store.steampowered.com/newshub/app/882140/view/1709617390888004911

https://store.steampowered.com/newshub/app/882140/view/1803068984041913973


I hope you will enjoy the update! :)

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on April 16, 2020, 01:24:40 AM
Tune in this Saturday to see a dev-stream from Reentry 0.6!
15 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/b80e21e48cae63a92ba7914ef46ec1128e240118.png)

Tune in this Saturday to see a dev-stream from Reentry 0.6! The stream will start on April 18th at
20:00 GMT / 1 pm PDT.


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on April 21, 2020, 12:37:42 AM
Mission Control Live and version 0.6
Mon, 20 April 2020

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_bb7d0fce32d03acd98c08e0090b94153d8a610c4.1920x1080.jpg?t=1586987180)


Reentry version 0.6 has been in development for a while, and will introduce many new changes to Project Mercury. This post aims to briefly cover the main parts, and show you how it looks through a recording of the live stream we did on Saturday.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/171a5a3b5c079a166d2833d79c9c198098dcccf3.png)

True Scale System
The major work we did with version 0.45 can be seen in-action through the True Scale System. This is currently only available in Mercury, but it changes how Reentry works with the floating points limitation. TSS now allows you to maneuver in a true scale environment with seamless ascent (no transition), and a much more realistic sized Earth. Zooming no longer affects the scale of Earth like it did before, and the "floating rocket parts" are no longer a thing.

Failures
With random failures, mission scripted failures, or failures triggered by a troublemaker in the Mission Control multiplayer module, you now have to pay much more attention to all of the internal systems. If a fault is detected, you will need to work the problem and figure out if the mission can continue or not. A basic implementation of the Mercury Abort Modes are also available, where the Escape Tower is used to drag the capsule away from a failing launch vehicle (see video below)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/34e9104e6ac9b758132b378e6d5b975ea6159a0c.png)

New missions & in-game Mercury Mission Editor
Version 0.6 will also add a few new missions for Mercury, where your abilities will be tested outside of the Academy. A new mission editor has been created, allowing you to create Mercury missions directly in the game.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/c8b49d433e1f9c4921568c868bcec9cfaa99e21e.png)

Mission Control Live
The Mission Control Live module (DLC) is a multiplayer module where multiple players can join a game session as Mission Control for an astronaut. The Mercury Control Center has been remade with a focus on details, gamification and functionality. I have been doing a lot of research into how it looks, feels and works, as well as how one person or a team can be Mission Control, following realistic flight plans, or private training sessions.

Here are some comparison pictures from real life, vs. what I have in Reentry

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/c57c81e424d02b9c85b2cfedf8e43c15a36948e9.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/5e5065b2dab258f671a8546b846dd3fbf220013a.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/be413170fdaa74ee575c2c7f1281ab97b1ed3433.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/77e7a33048e637545337c4c301b9330f8b697bf9.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/ce99938b085b99d0d750720a1d2a1112ee6de415.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/4708ed1ad2f0db53f038f39240488c2edcdb42b9.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/a03c64b4c6347cab6d39b95e9b8e7971b2c31174.png)

The mission control room is populated with custom avatars where each player can design his or her own character to be used as a mission controller (and eventually as the face of your astronaut).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/05b9e59b9566b49397784dd5ebbb627f03223634.png)

Saturdays stream
Many of you saw the stream on Saturday where the Test Pilots and I were playing the new Mission Control Live module for Reentry, with Serpatron in the capsule. Unfortunately, we were unable to bring him down due to an unfortunate event where the retros were jettisoned too early.

If you wish to see the session, you can do so here:

Mission Control Perspective:
https://www.twitch.tv/wilhelmsenstudios

Astronaut Perspective:
https://www.twitch.tv/RealSerpatron

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 29, 2020, 01:28:32 AM
Dev Stream on Saturday: An update on Reentry 0.6

It's been over a month since we showcased some of the main features of version 0.6, in addition to showcasing the Mission Control feature scheduled for a later release. This Saturday we will be giving you the latest update from the development of version 0.6.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/2c20e4694463cee6792390c4ac89fa0db4bb7ace.png)

You will be able to watch the stream from here:
https://twitch.tv/wilhelmsenstudios

Upcoming Event Starts Sat, 30 May 2020

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 31, 2020, 01:19:04 AM
Reentry has been updated to 0.6!
Sat, 30 May 2020


Reentry has been updated to 0.6!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/2bc543d21ecbc15cf8f2ab1e06bb11a7ae4c3b10.png)


This update has a Project Mercury focus, but you will notice some new things in Gemini, the Command Module and the Lunar Module too.

As with the other major updates, it will take a bit of time to gather all your feedback and issues, but please except stead releases of minor updates covering the issues and bugs you report, so we can make 0.6 stable!


IMPORTANT
It's important to RESET DEFAULT CHECKLISTS from SETTINGS, and many of the Mercury Checklists has changed. This will install the latest versions, but be sure to make backups if you made changes to the default checklists.
In addition, verify that the VR checkbox is off in settings. I got feedback that it is on by default on some systems. Looking into this, but if this is ON, it will be hard to interact with anything in the cockpit.

RECORDING
You can find a recording of the Stream showing the 0.6 updates here:
https://www.twitch.tv/wilhelmsenstudios

TRUE SCALE SYSTEM (Mercury)
The main feature of the update is the introduction of the True Scale System (TSS). This make the scale of the universe in Project Mercury much more realistic. This is just the start of TSS and will evolve to cover the requirements for Project Gemini in version 0.7.

MERCURY SYSTEMS
Many of the Mercury Systems and physics has received an overhaul, such as pressure and a full electricity system overhaul. A Mercury Mission will now feel much more immersive and realistic (especially if you perform the full procedure from T-90 minutes - see the new campaign!). There are still things in the works, and things waiting for feedback, but this will evolve. Abort modes are also introduced, but not yet complete.

PANEL STATE
Mercury can now load custom panel states such as Cold and Dark. This can be done in the Mission Editor, or by using the Console.

MERCURY CAMPAIGN
The new Mercury Campaign will take you through many of the new features. I hope you will enjoy it and be inspired to make your own Mercury Campaigns and missions. The Campaign will be open sourced at github.com/reentrygame, so you can see how it was made.

FAILURES
Failures are added to Mercury. You will find emergency procedures and checklists in the mission pad. Random Failures can be configured in REALISM SETTINGS, and controlled failures can be triggered from the in-game menu. If you enabled random failures, missions could disable the setting for the duration of the mission (it does not make sense to have random failures in some scripted missions). This is a setting in the Mission Editor, and the mission designer controls this. Free Play missions has random failures enabled.

VIRTUAL REALITY
This update brings preliminary support for Virtual Reality in Mercury Missions. I have had support for VR in internal branches for a long time but have not yet had the time to focus on it. I decided to just release its current state for Project Mercury, so those who wish can start helping me with testing this. This is in an experimental phase and requires an HMD with motion controllers. Gaze is considered (do you wish to have support for Gaze? Let me know!) but it is not ideal for Reentry. Please see the VR lesson in the Mercury Academy.

NEW REALISM SETTINGS
Make sure you check out the realism settings for new possibilities. Lots of changes here. You can now for example disable the auto proceed feature in checklists, so switches in their correct position can still be highlighted. This applies to missions as well. If a switch is in the correct position, a green box will highlight it. The off-screen indicator will help you find them too.

INTEGRATED MERCURY MISSION EDITOR
The Mercury Mission Editor has been integrated into the game and can be used to create missions!

APOLLO CSM TEI
Getting back to Earth is not streamlined and supported yet, but the major blocker for this feature has been solved. From the CSM Burn Planner and the Lunar Globe View, you can see the Earth/TEI Node, and data on passing it. This point can be used to plan a TEI burn. The CSM Burn Tool should now work when returning from the Moon, and can be used to alter your trajectory, or get into an orbit around Earth (unrealistic, entry was direct). TEI development can then finally start and is scheduled for version 0.7!

GRAPHICS CHANGES
The entire game has been upgraded from being based on Unity 2018 to now be based on the latest 2019 version. The Mercury capsule a realistic model of an astronaut in the seat, and some updated features on the panels. Gemini has received a new interior model (while panels remains the same).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/549bff6dfa22a3ec5c37aa26f3fd3ee654bf1b4e.png)

BREAKING SAVE AND LOAD STATE CHANGES
This update contains a lot of changes to how the Save and Load state works. Old save states might not work correctly.


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on June 07, 2020, 12:20:04 AM
Patch Notes: 0.638 has been released
Sat, 6 June 2020

Thanks to everyone who has contributed with constructive feedback on the latest release! Please keep playing, suggesting and reporting issues.

This patch has the following fixes:

- A new checklist detector will show a message when the game loads if changes to the default checklists exists, and the option to install them. This is the same as pressing RESET DEFAULT CHECKLISTS. A toggle is also available to disable this feature.
- VR should not be toggled by default anymore
- Added two new free play missions to Mercury. Both starting with the cockpit in a Cold & Dark setup at T-90 minutes.
- Gemini Save State should work again
- The three stars has temporary been replaced with an INCOMPLETE or COMPLETE flag. The three stars will return once the Mission Analyzer is complete.
- Saturn V camera tilt issue solved
- Atlas should no longer keep going if fuel is depleted (dev flag removed)
- Confirmation messages appear when saving states, resetting checklists etc. This will roll out to additional critical features as well.
- Mission Editor: Saving missions from the Mission Editor has become easier.
- Mission Editor: You can also now use an Absolute Path to load and save mission files if needed.

Virtual Reality:
- The bindings has changed to not use a mirrored setup.
- In-game VR info and binding suggestion has been updated. Please check it out.

The following mappings has been added:
-- ResetView: This is a boolean and can be bound to a button on the motion controllers to reset the view, just like SHIFT+F5 does now. Please note that also the existing SHIFT+F5 key can be bound to another keyboard key and/or a joystick.
-- PushSwitchPositivie and PushSwitchNegative: The laser pointer has been upgraded to allow making changes and interact with the panels. If you point it towards a switch, the highlighter will be rendered on the switch, and you can use these two buttons to interact with it.

Please note: Most likely you will need to make changes to your VR bindings. To do this, open steamVR and make the changes there.

Thanks!

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on June 13, 2020, 01:30:26 AM
Patch notes: 0.64 is live
Fri, 12 June 2020

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_656d1843f90a5e76e76d5fbb06c5aeb8430b2e8b.1920x1080.jpg?t=1586987180)

Thanks again for all the great feedback, bug reports and suggestions!

New feature:
- Procedural Star System using real star data for Mercury, Gemini and Apollo, replacing the skybox.
-- This will be the basis for the Apollo CSM Optics systems planned for 0.7 and 0.8.

The following patch covers these changes:
- Mercury retro pack rendering sprite offset is corrected
- Atlas guidance
-> Mercury had a YAW offset on ignition/roll complete, it should now be zero on roll complete.
-> Inclination is closer to 32 - 33 degrees on insertion
-> Insertion HDOT
-> Insertion Ap and Pe should be between 150km - 250km
- Fixed the occasional 90 degree offset on the virtual cockpit camera when looking out the window
- Save state file name input box on Mercury, Gemini and Apollo. The name generator is deprecated.
- P12 in the LGC (Lunar Module) received a hot fix for handling a sudden roll issue during APS ascent.
- Campaign mission 1, fixed so the lights don't work before connecting batteries, even when on internal power
- Apollo Orbit View Clip Range bug
- Open LM hatch from CSM impossible due to tunnel pressure bug. If it's -1. Should be fixed.
- Mission Editor: Culture invariant issue in mission editor fixed
- Mission Editor: LOAD mission fixed

Virtual Reality
- VR Mission Pad toggle on VR controller, sets the Mission Pad to hand position, or releases it without any "zero-g" forces. You need to bind the "MissionPad" boolean to the left controller, as a button.
- In VR Mode, mouse cursor is completely disabled

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on July 25, 2020, 01:09:03 AM
The short term plan
Fri, 24 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/09227e228debfbaedb14cd8432e74ac9b1db2032.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/1278d9cf0a27e9b2904bba281b81e289b2491a09.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/b559132197d108da182dc2369600b5421696c362.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/89b85c07b7d18f4e4b24dded8f200ed450f750f6.png)


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.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/747e31c8e2c76c9cca9f60f994d75cbdc95cdc97.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/105caa725166ff9ed55379c33dfc4a3370bb5241.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/bda8a7bef91a688f8cdaa90adacf15a8fda67c52.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/542a16229dbc956139ba973e4ef7cbe1c6e83015.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/a98a089d11f2f73fd0f272cc567e892d221e28dd.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/e886eca3cca0c6cce656e709b7037e19fb2b1184.png)

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).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/7e957691cf16bc1c8687da9d345e1f64dc3f914c.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/d25511546e74757556e575ac63a7d55ef90aba63.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/3afa33dd436bca38dd3bf796961930c3050860f0.png)

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.


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on August 12, 2020, 12:09:08 AM
Reentry has been updated to version 0.65 - TSS for Gemini
Tue, 11 August 2020

I'm happy to announce that Reentry has been update to version 0.65. This version contains all the preliminary Gemini features needed for the upcoming 0.7 update.

Feature list:
- Full rewrite of the integration layer between the rendering engine and the physics engine(s) aka. the True Scale System (TSS). This is the major part of the update.
- Seamless ascent
- Realistic docking and rendezvous
- New mandatory steps for aligning the Gemini inertial platform added to the preparations needed to launch Gemini into orbit.
- Manual ascent controls for Mercury and Gemini
- Gemini EVA placeholder has been replaced
- Gemini cockpit and panel modelling improvements
- Added the TC-50R (Cassette Player) to all spacecrafts. Use this to listen to the game soundtrack or add your own music (wav or ogg) to your journeys in space
- Basic Gemini crew models
- Overhaul of the Mercury and Gemini Rate Command flight modes, and the Mercury manual proportional flight mode
- Gemini Rendezvous Radar improvements
- Rendezvousing is now harder as you need to manually perform the final approach, but still more realistic, smooth and stable. The OBC is being worked on to give you better dV suggestions. In a future update, the rendezvous technique (currently Hohmann) will be replaced with a Trigger Angle Targeting method. This was the method used in Gemini and in the Lunar Module/CSM rendezvous after lunar ascent.
- 2 new Steam achievements added for Gemini
- Input binding available for Gemini and Apollo numeric keypad, as well as Plus, Minus, Enter, Proceed, Read Out, Clear, Reset, KeyRel, Verb and Noun - you can now use the keyboard to interact with the computer.

You can read more about the major features of 0.65 here:
https://store.steampowered.com/newshub/app/882140/view/2727444223258669220

The work towards 0.7 can finally begin. As mentioned in the post above, this includes a new Gemini campaign, the Gemini Mission Editor, prelimineary VR support in Gemini and some Apollo features. In addition, the work to bring Apollo over to the new TSS enabled engine will also begin.

Thanks a lot for your patience, your feedback, you bug reports, and to everyone who are part of the Official Reentry community at Discord (discord.gg/reentrygame).

A special thanks goes out to all the Test Pilots who has been testing these bits.

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on August 30, 2020, 12:34:28 AM
Patch Notes: Reentry has been updated to version 0.6535
Sat, 29 August 2020

(https://steamcdn-a.akamaihd.net/steam/apps/882140/ss_656d1843f90a5e76e76d5fbb06c5aeb8430b2e8b.1920x1080.jpg?t=1586987180)


First of all, thank you all for reporting issues and for contributing to the simulator. This patch had a long delay due to a blocking issue surrounding Rendezvous in Gemini. This bug was triggered by some major logic changes needed to fix a few if the issues reported.

However, we should be good to go again!

This patch aims to fix some of the critical issues reported from the 0.65 update, and has the following fixes:

- Infinite Roll Program Rates fixed during the ROLL PROGRAM on Gemini ascent.
- Bad save state in Gemini: Due to a bug, when loading a save state, the free play mission state was loaded instead.
- EVA offset position is fixed and you will spawn next to the spacecraft.
- Radar range and Encoder now works when docked.
- Mercury abort in Atlas had a bug that would bring the capsule into a proper orbit. This is now fixed can the campaign mission should be working agian.
- New feature: Launch Azimuth logic and inclination (see below).
- Exit button should be visible and longer scrollable main menu, for those using wide screen.
- Gemini thruster volume reduced.
- Agena engine is tuned down.
- Gemini FDAI sphere texture.

Still looking into some of the other bugs reported but this is a start.


New features:

Azimuth calculations (basics)
Special thanks to pclaurent for helping me with the new azimuth calculations logic. This is just a start, and will be the basis for improved ascent guidance algorithms.
Using the OBC, can you insert the target inclination into the OBC Core 09, and it will automatically calculate the roll needed in the roll program, and reconfigure the OBC (Core 10 and 11). You will need to run the pre-launch program to align the platform. Keep in mind that the target inclination can not be less than your launch latitude, and should not deviate too much from 28.5 and 32.5.

Ap, Pe and ascending/descending node markers in Gemini orbit view
New markers are placed to easier visualize where the orbits apogee and perigee is located. These points are important as they are used to move the point on to opposite side of the orbit in or out. The ascending and descending nodes are the points where it's best to perform inclination/plane changes. These are still WIP, but I wanted to start testing the logic.

If the IVIs show a dV in the middle field (plane change), you should null this at the ascending or descending node.


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on September 03, 2020, 02:48:36 PM
Reentry has been patched to version 0.6540.EA
Wed, 2 September 2020

A minor patch has rolled out to fix some issues surrounding a redundant realism setting, and correcting that the Jukebox is visible by default.

The Jukebox should now be invisible when starting a mission, and this should be the correct behavior. If it's still visible for some of you, please let me know.

The "Simplified Rendezvous" realism setting is now redundant, and will be redefined soon. This setting caused an issue with the orbit and rendezvous logic in Gemini (Ap and Pe suddenly jumping back to their initial values on burn completion). This should now be fixed, but I would still untoggle the setting.

Thanks again for reporting!


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on October 18, 2020, 03:55:08 AM
Reentry has been updated to 0.707!
Sat, 17 October 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/882140/ss_656d1843f90a5e76e76d5fbb06c5aeb8430b2e8b.1920x1080.jpg?t=1586987180)

This is the first iteration of the 0.7 updates. 0.7 has been split into multiple parts to avoid having too big updates with too many features.

The next few iterations will hopefully cover VR for Gemini, TSS for Apollo, and the Mercury Control Center.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/3336f42a690342fc6852f70ea531538b7ded9929.png)

GEMINI SYSTEMS
Many of the Gemini Systems and physics has received an overhaul, such as pressure and a full electricity system overhaul. A Gemini Mission will now feel much more immersive and realistic (especially if you perform the full procedure from T-90 minutes - see the new campaign!). There are still things in the works, and things waiting for feedback, but this will evolve. Abort modes are also introduced (both ejection seat (just for fun) and spacecraft aborts), but not yet complete.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/a8d6f038a56a41d309a8ed0edc581261a5b96b13.png)

GEMINI CAMPAIGN
The new Gemini Campaign will take you through many of the new features. Some slight changes have been made to the Mercury campaign as well. The Campaign will be open sourced at github.com/reentrygame, so you can see how it was made.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/a8f777c6f2ad6671242c1eee3470853c8ce20e4e.png)

GRAPHICS UPDATES
There are multiple graphics improvements in Project Gemini. The cockpit has received some new things and changes, as well as the Gemini external model.

PANEL STATE
Gemini can now load custom panel states such as Cold and Dark. This can be done in the Mission Editor, or by using the Console.

FAILURES
Preliminary failures are added to Gemini, but this will have a bigger focus in the next few updates. It works as in version 0.6 for Mercury.

INTEGRATED GEMINI MISSION EDITOR
The Gemini Mission Editor has been integrated into the game and can be used to create missions!

EXPORT OBC/AGC/LGC DATA
You can now use the Live Feed setting (check SETTINGS) to output the displays of the OBC, AGC, and LGC to files. They are saved as JSON and located in the export folder under AppData for Reentry. This can be used to display its data on external IoT devices etc.


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 01, 2020, 03:06:58 AM
Boo! Happy Halloween - here's a brief dev update
Sat, 31 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/ae942886515d50103d158374a978d1acd76b2a11.png)

The next update of Reentry (version 0.72) has rolled out to the Test Pilots. It will contain the first iteration of VR support for Project Gemini. The implementation is similar to what you already have for Project Mercury. In addition, multiple bug fixes has been made (for example, the floating issues of the Gemini capsule after splash down).

In addition to this, I have a wish to start public alpha testing of the Mercury Control Center Live multiplayer module. This is potentially the start of other multiplayer modules as well. The main goal behind it is to start testing the basic building blocks I have made for multiplayer modes.

Once this is out, I will enter the long and painful path of porting the entire Apollo implementation to the new TSS enabled game engine, and start working on some of its missing systems. The Apollo TSS implementation will be part of the 0.75 update, and Apollo systems are planned for 0.8 and beyond.

Happy Halloween, I will be spending the night in Orbit.

// Petri

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 13, 2020, 01:20:18 AM
Reentry has been updated to version 0.72!
Thu, 12 November 2020

0.72 has been released!

This update adds the preliminary VR capabilities seen in Mercury to Gemini, and starts the public alpha testing of the Mercury Control Center Live module.

While this is in testing and feedback is gathered, the work related to TSS for Apollo will start, scheduled for update 0.75. TSS for Apollo is the highest priority task on my list now, as the entire Apollo program tech stack lags behind Mercury and Gemini.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/9b5e7640c53866c7af42f93ed3ca23df7c5f7d6a.png)

These are the main features of the update:

GEMINI VIRTUAL REALITY
The preliminary support of VR for Gemini has been added. As in Mercury, this creates the base platform for VR development in Gemini. It's not yet complete, but the basics of operating Gemini and flying missions should be supported. Advanced procedures such as EVA and Docking still needs some of the basics in place.

EVA in VR changes how EVAs are performed. As in real life, the Handheld Maneuvering Unity is controlled and operated by the hand controller, and you point in it the direction you want to change. The forces are applied relative to the body center of mass. It takes some time to practice and get used to.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/3aeb390f32d2acda8b4c0067c1376b72a1e17206.png)

MERCURY CONTROL CENTER LIVE, Public Alpha Test Round 1
The first round of MCCL testing is now active. The purpose of this is to start getting feedback on the network logic, infrastructure, and traffic rate (a metric on the server). The first round is scheduled to last until November 30, but might be shorter if critical issues requires it. Keep in mind that this module is not as high priority as the TSS for Apollo update and the core features of Reentry, and fixes will be prioritized accordingly.

The Mercury Control Center Operators manual can be found here:
http://reentrygame.com/gamemanuals/MercuryControlCenterManual.pdf

The quick start manual of the Mercury Control Center Live module can be found here:
https://github.com/sundhaug92/mcc-manual

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/1870d52d31bff68a2d37c9c8ca78c2a22472eff0.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/1870d52d31bff68a2d37c9c8ca78c2a22472eff0.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/45a9a31ae3b8b77cc866c320cb2213882df10d90.png)

MERCURY INTERACTIVE CURSOR
The new interactive cursor is in testing in Mercury only. This changes the mouse cursor to behave more to what we see in other simulators such as DCS. Currently the cursor will be a cross, and its color changes if you hover interactive elements. The plans for this is to support custom cursors, configurations and tooltips on the controllers you are interacting with.

IMPROVEMENTS & BUGFIXES
A lot of minor fixes has been made based on feedback. Many typos has been fixed, as well as critical things such as the Gemini "sinking" bug after splashdown. In addition, you will see some new background elements being rendered, menu improvements and so on.


FUTURE
We are getting closer and closer to the point where everything in Reentry is running on the latest game and interaction engine (aka. TSS). The focus is to get these technicalities out of the way first, then start working on some of the remaining critical systems needed for Apollo (such as Optics), and the Apollo campaign.

Once we have this in place, a lot of dev cycles will go into stability, polish, performance, language support, etc. as we get closer to version 1.0.

So what is version 1.0? Version 1.0 is just a milestone, not a final product. Once reached, the long journey towards 2.0 will start. Reentry is a project that will live as long as you are interested in the project. Once we reach the 1.0 milestone, the goal is to still improve and add systems to the existing crafts we see in Reentry today (Mercury, Gemini, Apollo Command Module and the Lunar Module), realism, stability, and more historical missions. In addition, we might also see new spacecrafts being added to the Reentry family of spacecrafts.


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 25, 2020, 04:16:58 AM
A minor update was released to extend the Mercury Control Center Live module
Tue, 24 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/b52dbf8dc4ab9820a448d4ef498bd65063109efb.png)

Reentry has been updated to version 0.729, and simply contains an extension of the first Mercury Control Center Live alpha test. The first alpha test round will now last for the rest of 2020.

Thank you all for testing the module! :)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/1870d52d31bff68a2d37c9c8ca78c2a22472eff0.png)


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 24, 2020, 02:45:55 AM
Happy Holidays from Reentry!
Wed, 23 December 2020

https://youtu.be/LORxpRNEkxo


2020 was a very busy year for Reentry. The main focus was to go back and iterate on Mercury and Gemini, and update the entire project to the new Reentry Engine. Still work left here when it comes but Apollo but a lot of work has been put into it for the upcoming 0.75 update, and things are starting to look good!

Let`s take a brief look at the year so far. We started the year with version 0.5, adding the entire Apollo Lunar Ascent logic, as well as the Apollo Atmospheric entry overhaul. A new file based checklist system was also added, with an in-game editor where you could create your own checklists and share them.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/6f4e362bbc0847b6196d9c63b16463548c560f7d.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/fe729c0893c9e6ea81bacd8dd3721c68c1a784e2.png)

We saw the big Mercury overhaul when 0.6 was released in Q1/Q2, the first to be updated to the latest engine. In addition, the Mercury campaign was added with random failures, model overhauls and a lot of new Mercury systems and checklists. We also saw the addition of the "cold & dark" sequence aka. pre-launch, and the first preliminary VR support!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/2bc543d21ecbc15cf8f2ab1e06bb11a7ae4c3b10.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/34e9104e6ac9b758132b378e6d5b975ea6159a0c.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/c8b49d433e1f9c4921568c868bcec9cfaa99e21e.png)

Gemini had a similar update when we reached version 0.7. We saw a full cockpit overhaul, as well as an exterior overhaul in Gemini. The same VR support, in-game mission editor and campaign was added, and Gemini abort modes with some fun stuff such as testing the ejection seats. The Gemini EVA systems was re-made, as well as adding "the alligator".

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/b73a41d7be62b0e29692012bf35736d9fa8cebc0.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/b7dabcc6afff2c1afefa59f7c84946539f2d6349.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/0300975a0a4b29be8c1f555d71e458e70b933a10.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/3aeb390f32d2acda8b4c0067c1376b72a1e17206.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/367983d264aecfbaf7429e96b79c63bc51dd4712.png)

We also saw the addition of the TC-50 where you can play the Reentry OST in a realistic cassette player, or even create your own mix-tapes and bring them with you on your journeys (just add .ogg music files to a folder, and they will be available in-game).

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/7e957691cf16bc1c8687da9d345e1f64dc3f914c.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/d25511546e74757556e575ac63a7d55ef90aba63.png)

And lastly, we saw the first multiplayer mode of Reentry roll out to public testing. The Mercury Control Center (MCC) is a historic and functional recreation of the real control center used in Mercury, where players can monitor and communicate with another who plays the astronaut. The feedback has been great and I have been spectating many sessions, some so well exectued it almost felt real.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/9d1b50deb8df6b797ef775eb3ac7d2e7ff5fd631.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/ce99938b085b99d0d750720a1d2a1112ee6de415.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/a03c64b4c6347cab6d39b95e9b8e7971b2c31174.png)

While 2020 was all about looking back and re-iterating, 2021 will be different. The first priority is the return to Apollo. The Reentry Engine has become much stronger over the year and it starts to feel really good being back in the CSM and the LM. I have done a lot of work to bring it up-to-date on the new Reentry Engine, and add some of the major systems still missing such as optics, pre-launch procedures, mission editor, a campaign. I do not have an ETA yet for the update.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/3647c6177e42ef689a2d83fd46a916d1b5a3207f.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33371327/08eb6444b6a4ad2217808205d01fdc0b43598abc.png)

Then I plan to get to the next stage of Reentry. With everything running on the latest engine, I can finally start to properly work on systems, content, polish, languages, etc. for the 1.0 release, and start looking ahead towards 2.0 with more systems and improvements to existing crafts, and the addition of a few new spacecrafts I have had in my mind and studies over the past few years.

I would like to thank all of you for being part of this journey, providing feedback, contributing and supporting the project in one way or another. You make it a lot of fun for me to work on this. I try to listen to every one of you, and together we shape the future of Reentry.

Happy Holidays and Happy New Year to all of you!

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 06, 2021, 02:24:49 AM
Reentry 0.75 has rolled out to the Test Pilots!
Fri, 5 February 2021


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/45e12e1c95b5a956ff84b06b469527b6757cbe2c.png)
The long awaited "TSS for Apollo" update has finally made the huge milestone of reaching the hands our Test Pilots (no ETA on public release).

The majority of the work has been on porting the Apollo implementation from the old engine to the new TSS enabled engine. TSS is the full rewrite of the integration layer between the rendering engine and the physics engine(s), something I call the True Scale System. 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 or Gemini. This has been the final missing program to be ported to TSS. The work surrounding the rewrite for TSS has been immense and time consuming (taken a year in total), but well worth the efforts.

With version 0.75, TSS will be behind us and I can finally start looking ahead.

Ok, so what else can we expect to get in 0.75?

Update of the Apollo Command Module interior. I have started the work of remaking the entire interior of the Apollo Command Module. In the current version, only the panels were visible, as well as a placeholder for the interior walls, and the seats. In 0.75, I have tried to create a fusion between the very detailed and accurate Smithsonian CSM and hatch model, and the functional panels I have already made.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/5c4c921b2182e53251f7ede080079cbf255e09ae.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/58bfb2d3f14a847fff89804d34fb2e7440d9de72.png)

Trans-Earth Injection
The final piece of a full lunar mission profile has been added. A TEI burn tool can help you plan the burn needed to get back home, and reach a predefined Pe that intersects with the atmosphere.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/9de2702656a9cd3f8cea5c74dd62b1f27211951b.png)

Panel States and Cold & Dark
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/5e991d7c320baad1670f1d394da52fd209eb7d3a.png)

You now have the option to save and load panel states for both the CM and the LM, just as you can in Mercury and Gemini. In addition, I have added support for Cold & Dark setup, with realistic checklists to guide you, both from a backup crew perspective, as well as primary crew.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/eacb0e7e24314b6286e87ae0500dda0eb2d4cea4.png)

Systems
While version 0.8 will have the primary focus of updating and adding some Apollo systems, this version also comes with hundreds of improvements to existing systems such as the AGC, EPS, EMS, and added systems such as the optics. All the missing switches, selectors and fuses has been added to the CM, including the Lower Equipment Bay. You can toggle the seats yourself to get more space for orbital configuration.

All of the Saturn V stages have had their first overhaul from a systems perspective as well.

Optics has been a long awaited feature, and the preliminary support for Optics has been added.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/ffc10cef4a5a797f42c79a2435cf802d99d18507.png)

You can now configure the optics and use it as an aid for navigation. The SXT or the SCT is used to scan the surrounding stars, and a star map has been added to the Mission Pad to help you. In addition, the DSKY/AGC in the LEB has been added, and is functional.

Using P52, currently supporting option 1 and 3, you can use the optics to align the current REFSMMAT (Reference to Stable Member Matrix). Option 1 can let you align the platform with the burn direction (planned using the CSM burn planner + P30), and option 3 lets you align it by marking stars.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/9ba3ec567c5eab80ca996c652f1daa32cb9ec25b.png)

Checklists for all of this as also been added, and the system will improve and get into a more stable and complete state in version 0.8.

Mission Editor
The in-game mission editor for creating Apollo missions has been added, and is similar to what you have in Mercury and Gemini.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/048e66ff1df6773977fad5a1a210c928d19c0f06.png)

Apollo CSM Campaign
A new Apollo CSM campaign has been added, made entirely with the Mission Editor. Version 0.8 will also add another Campaign into the mix.

Instead of typing more, I'll just share a couple screenshots.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/3d1a70d9d45ee27a66fdca95a6aa1693e7e6ec7f.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/525a06c3e78298861cb34d071eae296d56c78099.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/f89ecd201ce38d03d6f2a833a33b45bcecf0badd.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/e78569cd7e2412326dbdf14fdc00d07c0d29d5e0.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/2e5ad99d223fa108da91d3ebc43740adf0701798.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/8a3a15dd0df0ed6622c63fbc1ccc4385756e833d.png)


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 03, 2021, 01:21:01 AM
Reentry 0.75 scheduled for launch on 5. March 2021

Upcoming Event Fri, 5 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/0b6945959906550952fbca322c7db78f4e2133f1.png)

Join us live on the 0.75 launch viewing stream at Twitch:
wilhelmsenstudios


The stream is scheduled to start at 20:00 (CET):
https://www.starts-at.com/event/2858435308
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 06, 2021, 02:46:28 AM
0.75 has been released: TSS for Apollo, Optics, Campaign III
Fri, 5 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/5f0245849e25e7fb0e8258a076b2e440dd7223dc.png)

I'm happy to announce that the 0.75 update has now been released for public Early Access testing.

The major feature this update brings is the upgrade of Apollo from its old engine to the new TSS-enable engine. In addition, the update contains the groundwork needed by the "Apollo Systems update" such as a more detailed cockpit with almost every switch the Command Module.

The update requires you to use the new Apollo CSM cockpit as the old LOW POLY cockpit no longer fits the new panels. The old low poly model has a high priority on being refitted with the latest panel changes, and will roll out within the next few days. For performance, I recommend setting the reflection probes to OFF first, and then try with LOW or MEDIUM/NORMAL.

In summary, this update contains

- TSS for Apollo
- Command Module Optics: Telescope and Sextant
- New Campaign, covering some of the new features in the Apollo program
- Trans-Earth Injection
- Command Module interior update
- New checklists for the Command Module
- Apollo in-game Mission Editor
- Load/Save panel states for the CM and the LM
- checklists for a Cold & Dark Command Module setup
- Groundwork for the 0.8 Systems Update
- P52 option 1 and 3
- Mercury Control Center live is out from public alpha testing, and is now part of the Early Access bits.


If you missed the release stream, you can find a recording here:
wilhelmsenstudios


For more details, check my previous post
Reentry - An Orbital Simulator AnnouncementFri, 5 February 2021
Reentry 0.75 has rolled out to the Test Pilots!
The long awaited "TSS for Apollo" update has finally made the huge milestone of reaching the hands our Test Pilots (no ETA on public release).
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on April 10, 2021, 11:40:57 PM
Join us on Yuri's night (Monday, April 12th), for a very early preview of Vostok
10 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/bd6d143f319c8b74d30d8a7f5317ce6d409c1667.png)

Join us on Yuri's night (Monday, April 12th), for a very early preview of Vostok for Reentry on the 60th anniversary of the launch of Vostok 1. The event will take place on YouTube, and will be premiered on the following link:

https://youtu.be/3V1DgbaPsQQ


When I was researching & developing the True Scale System for Reentry I had to start somewhere. I didn't want to clutter the existing implementations of Mercury, Gemini or Apollo so I created a new Reentry module. The intention was to create a larger world, something that reflects reality and integrates well with the physics engine that Reentry runs on top of, and make it possible to inject this into my existing implementation without rewriting the entire game engine.

It all started with a very large, gray, sphere on a blue background. It was 6371000 units large, and had a very, very, very tiny white cylinder on top of it. I connected this large world to the existing physics engine that was powering Reentry, and tried to solve all the challenges that involved launching this rocket in orbit around this large sphere. Slowly, this sphere evolved into the Earth, and that cylinder was replaced by a 3D model of a familiar rocket not yet in Reentry.

The next big thing was to tie everything regarding the virtual cockpit, camera systems, effects, etc into this new world, and design it in a way that I could still reuse most of the existing components and logic, and that things "should just work". Fast forward a dozen months and the first TSS update for Mercury (0.65) was released, the first step of TSS had reached the public.

In the video that will go live on the 12th, I will give you a glimpse of this very early preview of Vostok. I will follow a similar flight path that Vostok-1 had, while I go through quite a few of the panels and systems onboard the spacecraft.

We have set up a Q&A channel on the the official Reentry Discord channel where you may ask questions about Vostok, the plans for Vostok in Reentry, and in general enjoy this anniversary with fellow space enthusiasts.

Disclaimer: Vostok for Reentry is not yet public and this is a very early preview of the bits I have and the majority of the logic is as it was. I do not have a time estimate of when it will be released, as the current focus is on Apollo and version 0.8.

Upcoming Event Starts Mon, 12 April 2021
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on June 21, 2021, 11:40:47 PM
Update Notes for patch 0.8122.EA
Mon, 21 June 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/882140/ss_e4bf9b13b4e7ca284c7a38887a24f9f93100cc0a.1920x1080.jpg)

The 0.8122.EA patch contains some fixes for the Mercury Guidance logic that has prevented players from completing campaign missions etc. Please give it a try and let me know if your are unblocked.

In addition, multiple changes in the MOCR Voice Intercom logic has been applied to correct the issues regarding not being able to hear others after some of the players has left the session, and rejoined, or joined another session without restarting the client.

Thanks for reporting, still looking into some of the other reported things.


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on August 08, 2021, 11:44:04 PM
Development Update: Rendering DSKY digits
Sun, 8 August 2021

https://youtu.be/ibMeUIhv_Dg


Recently I have started to play around with how the digits on the DSKY are rendered.

The AGC and the LGC is one of the central pieces of hardware you need to work with when playing any Apollo mission. In the (short) video above I will show that this first iteration of this change looks like and what it means.

The changes can be found on the alpha-floor branch with the following changelog:
- DSKY digits 2.0 has been added to the AGC and LGC.
- Apollo Moon Map legend and minor coloring changes.
- CSM VR Mission pad visible when not in VR has been corrected.
- TrackIR sensitivity bug in the CSM and LM corrected.
- Long Press on the EMS increase and decrease, and for the Attitude Set Control panel added. Hold mouse button to adjust instead of spamming the mouse buttons.
- AGC Light Test changes.
- AGC warning light bulb color corrections.
- Apollo VR: Use motion controllers as joysticks for attitude and translation control.
- CSM: Possible to use the NUMBERS selector to change brightness of the DSKY rendering.


The update is based on the following video from CuriousMarc with some changes and refresh rates after a good discussion on it with thewonderidiot on Discord. I recommend you to watch this video if you think this is interesting:
Game

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on August 27, 2021, 11:22:42 PM
Reentry has been updated to version 0.82: CSM & LM improvements, VR for Apollo
Fri, 27 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/40962ca745d238e3e9c5498e5ba71b1123cb623d.png)

Reentry has been updated from version 0.81 to 0.82. This "minor" update improves a lot of systems and functionality in the CSM and the journey to the Moon. Some improvements on the TEI tool has been made but still seeing some reports of strange behavior as you enter Earth SOI.

You can always revert to a previous version by changing the branch in Steam in case you are having problems with this update, To do this, use the Steam Beta tab under properties.

Some of the features you will see in 0.82 are:
- Two new Lunar Module Crew Member features to aid in Rendezvous and Docking after Lunar Ascent
- New F2 external view camera with fixed attitude (not relative to spacecraft rotation) to aid in maneuvering, docking and so on. Only available in Apollo for now. A radio button selector lets you select between free camera and orbit
- Entry Monitor System improvements
- Long Press on the EMS increase and decrease, and for the Attitude Set Control panel added. Hold mouse button for >1 second to adjust instead of spamming the mouse buttons.
- New DSKY circuit logic and rendering has been added to the AGC and LGC.
-> Made the DSKY v2 relay clicking sfx optional so you can disable it if you wish
- Improved the Lunar Module Quad Heater logic and temperature methods
- Made the CSM Numbers Selector functional. You can now use it to change brightness of the DSKY rendering
- S-IC, S-II, S-IVB fuel calculation changes
- CSM: LV PRESS changes and updates to gauges
- DSKY Live Feed exports as strings and not integers. Blanks will now be "" and not 0.
- PGNS bug on Lunar Surface where jets would get stuck is fixed
- TrackIR sensitivity bug in the CSM and LM corrected
- Moon Tessellation Settings for increased performance on some computers (if you struggle with fps around the moon)
- File based camera tooling, you can now modify where default cameras are set
- Minor needle shake when engines are burning on the various analogue gauges in the cockpit.
- Fixed the Gemini Space Walk campaign mission
- Fixed the CSM SCS roll stutter issue and general SCS attitude logic
- Mercury has received some upgrades on the MA-6 mission, still work to be done but should not be a blocker anymore
- Faster camera transitions in cockpit views.
- Moved the default camera points for astronauts in the CSM and LM to their correct head positions.
- TEI Planner prevents the insertion of values below 1.1.
- Apollo Moon Map legend and coloring changes
- AGC Light Test changes
- AGC warning light bulb color corrections
- VR for Apollo
- VR: Gaze Cursor
- VR: Mission Pad menu
- VR: Mission Command Subtitles
- VR: Checklist Guide Panel
- VR: Change Camera view using the left thumbstick
- VR: Apollo - use motion controllers as joysticks for attitude and translation control
- VR: Added mission subtitles to Apollo, these can be disabled from the VR settings on the Main Menu.

As this update has been in testing, the code-base has had a two week feature lockdown. With the release out, I will work on some 0.82 patches that has been reported the last couple of days, and will start to focus on the 0.83 update that has its main intent, in addition of bug fixes, of adding the Apollo CSM ECS system, gyro drift error, cabin pressurization, and improvements around the Mercury ECS system.

If you need information about VR for Apollo, check this post:
https://steamcommunity.com/games/882140/announcements/detail/2968417243128902621

If you are curious about the larger plan of this project, please check this post. You will also find the roadmap here:
https://steamcommunity.com/games/882140/announcements/detail/2963917519737693263

In this post I wish to share my thoughts on the journey ahead, and what to expect. Keep in mind that this is a plan, and it might change.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/a1f6e4e3d9bc9f987af00e8cb864c62344e3ea2a.png)

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on October 21, 2021, 11:47:58 PM
Reentry has been updated to 0.83: CSM ECS, Gyro Drift, bugfixes!
Thu, 21 October 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/f7b50f4c51eb023980da1d42af325698d40d6ba2.png)

The latest update primarily contains a lot of bug fixes for Gemini and Apollo, in addition to the CSM ECS and IMU Gyro Drift. The following post will cover the details of this build.

Gemini RCS Physics

One of the bigger fixes this upgrade has is the rewrite of the RCS logic and jet physics for the Gemini spacecraft. Previously, the RCS and LV gimbal systems has made it impossible for some to reach orbit, or use the RCS due to it being overpowered. This was because of an issue with the attitude control physics implementation. Most players on either powerful PCs or PCs below the minimum requirements especially saw this issue, but it has been present for all.

Public Issue Tracker

I have been working with the Test Pilots on setting up a public issue tracker that you can use to see what bugs has been reported, and what has been fixed or is waiting for release to EA.

This is a board that is started from scratch, so it does not yet contain all the issues. The Steam and Discord moderators will be adding tasks to this board as things are reported.

You can find the board here:
https://trello.com/b/PHdetNmC/public-issue-tracker

Apollo CSM Environmental Control System

The biggest new feature of this update is the complete rewrite of the CSM ECS. It is the first of many iterations of it, and the intention of this first release of it is to get the procedures in place, the major features, and see how it all works together. As you can imagine, a lot of things functions together here and needs to become solid both during normal operation, and while time scaling. Once stable, I will iterate and go deeper in more specific areas of it.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/8b6282e8eacce2487c3c9999038fa56a2566897c.jpg)

It's a beautifully complex system that interacts with a huge loop of equipment to function correctly. The Oxygen Supply System is responsible for providing oxygen to the pressurized suit circuit (PSC), pressurizing the cabin, the water and water-glycol tanks in the water and coolant subsystems, while the heat exchanger in the PSC provides temperature control and to work with the water accumulators to pick up humidity from the oxygen the crew has been breathing. This water is then supplied to the evaporators for thermal control in the glycol loops, and so on.

In short, the ECS does the following primary tasks:
- Spacecraft atmosphere control
- Water management
- Thermal control

Read on.... https://steamcommunity.com/games/882140/announcements/detail/2998826055797211847
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 09, 2021, 11:43:36 PM
MOCR Monday: Mission Controllers needed!
Tue, 9 November 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/f9b8735128003759f33e93c8c3382cb16ee91876.png)

Announcing MOCR Monday!

The Mercury Control Center (MCC) and the Apollo Mission Operation Control Room (MOCR) multiplayer modules are currently in alpha testing and will gain focus as Reentry passes the 1.0 milestone, and the journey towards 2.0 begins. Before this I want to get as much network-programming experience and testing of the multiplayer implementation, while at the same time I have noticed many of you are looking for scheduled Mission Control sessions to join.

I'm therefore happy to announce that we are planning on running official MOCR/MCC sessions on Mondays (as a start) at 19:30 UTC+1 / CET.
We will take the learnings from these organized sessions to schedule more at different time zones and days. Maybe you want to help? See bottom for details.

What we wish to do is to create low key sessions for all who wants to get started learning about being a Mission Controller in Reentry for both the Mercury Control Center (MCC) and Apollo Mission Operations Control Room (MOCR), or those of you who have experience from previous sessions, wants a challenge, or wants to teach others to become a mission controller.

We will use the #mocr-monday channel on Discord for this, so check this channel for details (http://discord.gg/reentrygame). The flight plan, session planning and discussions for hosted session will take place there, as well as deciding if we run MCC or MOCR, or even both, based on interest.

The mission and goal will be designed by the MOCR Monday team. The intent is that we will set up a mission, and will need a crew to execute it. The level of difficulty and numbers of issues, if any, will be designed based on the level of experience of the players who have joined. Each session will be designed to last for about 1 - 2 hours.

We plan to execute this in an agile way. We do not need a full room to execute a session, but it would be great if we could decide in the channel on what role you want to have ahead of time. However, if someone wants to just drop in last minute or grab a role that is available when we start, feel free to. If we have enough to fill a room, great, if we are more than the capacity, we will set up multiple sessions or do them in queue.

The MOCR roles are:
- BOOSTER
- RETRO
- FDO
- GUIDANCE
- CAPCOM
- EECOM
- GNC
- TELMU
- CONTROL
- ASSISTANT FLIGHT
- FLIGHT

The MCC roles are:
- MISSILE TELEMETRY
- ENVIRONMENT
- SYSTEMS
- FDO
- RETRO
- CAPCOM
- FLIGHT

By joining multiplayer these sessions you will learn a lot on how to be a mission controller, follow a flight plan, lead a group, how to monitor data and react to anomality's. The astronaut will experience how it is to have a team behind the mission, and get help and guidance throughout the mission.

Want to help?

We are looking for volunteers who want to join the community who will help organize these sessions. Each week we will create a new mission or re-run a previous mission, all based on the availability of the volunteers. Also, based on availability on various time zones or days, we might even be able to set up sessions on other days and time zones. Please reach out on http://discord.gg/reentrygame if you want to help! :)

So, how can I prepare?

We want the sessions to be as easy as possible for anyone to join, and we are looking for first-timers to join this as well, so don't be afraid to join. You do not need much experience, but you should be familiar with the mechanics of Reentry - An Orbital Simulator, and have some experience with the spacecraft.

Other optional suggestions and sources of information are:
1) Watch the "A brief tour around the Apollo Mission Control Center aka. MOCR" video I created to get familiar with the multiplayer mechanics, and MOCR itself
YouTube™ Video: A brief tour around the Apollo Mission Control Center aka. MOCR

https://youtu.be/vYWSDPcai4w


In this video (originally a Twitch stream) I will walk you through some of the key features of the Apollo Mission Control Center aka.


2) Check the Mercury Control Center and Apollo MOCR Reentry manuals:
https://reentrygame.com/manuals

3) Join the discussions over at Discord!


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 09, 2021, 11:46:33 PM
Update Notes for patch 0.8311.EA
Tue, November 9, 2021

The 0.8311.EA minor patch contains the following fixes:

- Added 2 "spectator spots" for MOCR.
- Corrected the logic on the RCS TRNFR switch on middle portion of MDC and made it spring loaded so it will return to center after setting it up or down.
- Minor changes to the Academy
- Fixed the CSM SUIT COMP panel textures from ON to OFF in center position
- Changed the label of the RCS TRNFR switch up position from ON to CM
- Fixed the Apollo Mission Editor so that the hour can be set to a 3 digit value instead of just two
- Removed the bug that allowed you to set the GLYCOL EVAP TEMP IN sw to center.
- Corrected the REPRESS PKG label typo in the CSM

VR
- Fixed the VR gaze cursor reference to easier reach things above you and your eye-level
- Fixed the VR subtitles always on issue
- Improved the VR laser pointer in Apollo to avoid it being invisible when not targeting a switch

Note:
The additional spectator seats in MOCR is to create a larger room for "MOCR Monday" and allow people who wants to learn how to be a Mission Controller to oversee the session, as well as those who wants to stream the session for those who want to watch.


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 10, 2022, 11:44:49 PM
Updates to MOCR Monday! Season 2 started. Two events: one for US and one for EU
Mon, 10 January 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/f9b8735128003759f33e93c8c3382cb16ee91876.png)

I'm happy to announce that MOCR Monday now has expanded to having two hosted sessions, one for the EU timezone, and one for the US timezone.

Curious of what MOCR Monday is?
Reentry - An Orbital Simulator AnnouncementTue, 9 November 2021
MOCR Monday: Mission Controllers needed!
Announcing MOCR Monday! The Mercury Control Center (MCC) and the Apollo Mission Operation Control Room (MOCR) multiplayer modules are currently in alpha testing and will gain...  https://steamcommunity.com/games/882140/announcements/detail/3072012083349984264


The first Season of MOCR Monday is complete. This season had one scheduled session in the EU timezone every Monday where an Apollo 10 style mission and a Mercury orbital mission was completed over 10 "MOCR Monday" sessions.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/b7ab0b34567882fcc13db75dee6c0aa20dc35e16.png)

The first season was all about testing and improving the network logic in addition to improving systems and bugs in the spacecrafts. MOCR Monday lets real players monitor systems and spacecraft behavior, making it an ideal tool for developing the spacecrafts.
The first half of the sessions had a lot of connectivity and technical networking issues. I was able to gather and analyze a lot of data and monitor network load/timeout data in real-time. Some of the major issues has been solved and for the last few MOCR Monday sessions, we have had zero timeout issues and very stable sessions. Thanks to everyone who as joined or tried to join a session, as this has been a critical factor on solving some of the basic networking logic issues needed to have more reliable and stable sessions.

MOCR Monday Season 2 has started and we welcome everybody to participate. You do not need to have been part of the season before, or have joined a previous session, to be able to join. Even if a session is a continuation from the previous session, the roles and participants will change. The veteran and high level players has always been helpful if new and inexperienced players has joined, so do not be afraid, it's all fun! :) Each Season will have a major mission focus such as for example doing an Apollo 11 or Apollo 8 missions, where each session will continue from where the crew left of last time. One episode might be ascent and LEO insertion, while the next will be TLI, etc.


So when are the MOCR Monday events hosted?
Every Monday at:
- EU: 18:30 UTC
- US: 00:00 UTC (5 hours 30mins after the EU time)

Feel like participating or watching one of the streams for the events, or want to get into the details of the event? Checkout the #mocr-monday channel on the Reentry Discord where all the event planning and execution takes place: http://discord.gg/reentrygame

Thanks to all the volunteers who are making this happen!

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 03, 2022, 11:37:55 PM
Reentry has been updated to 0.86 - Guidance, Ascents, Systems, Physics
Thu, 3 February 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/2d4388482485411da9dcb28b2ed4ad2b06d454cc.png)

Reentry has been updated to 0.86! I know this update is way overdue and that it has been a good while since the previous update, but it comes packed with a lot of good things.

The 0.86 update is all about iterating on existing systems, tools and game mechanics. Below is the list of the main aspects of the update, and a list of other issues that has been fixed. Keep in mind that this is an update that dives deep into the core of the game, so you might encounter issues or strange things. Please let me know of these on Discord - it's easy to revert back to 0.85 if you wish, see below.

Thanks to the Test Pilots, Alpha-Floor testers and everyone else who has reported issues or has provided suggestions.

Major changes in the Command Module IMU and inertial platform, and P01 alignment

When you prepare the CSM/Saturn V for launch, you typically start by running P01. This will align the platform with the planned launch Azimuth. This entire program has been rewritten to reflect some major changes in the IMU.
Note: You should never use timescale during P01.

You should no longer experience that alignment rotates multiple times, and during ascent, the FDAI attitude will typically start at 90 degrees pitch and move down towards 0, heads down. Earlier you might have seen this moving towards 180 degrees, but still heads down and correct way. This was due to an issue internally in the IMU logic, leading to quite a few strange "180 degree roll" issues scattered around the entire mission in the CM.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/7097001a74170e104b06542e048d3017524f6763.png)
FDAI during P11 - notice the heads down and pitch relative to 0 and 30 degrees


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/151d5b0d51a93221dfe83817d80202104effda44.png)
FDAI during P01


Major changes in the LVDC (Saturn V computer) used during ascent and TLI

A similar update to the CM IMUs is seen in the LVDC. The ascent guidance logic has been change, as well as how it behaves both before and during TLI. It should now much more precisely hold the attitude during TLI burns (less ping/pong), and the TLI calculations and guidance has received a huge level up. Still far to go on the TLI burns but a good step in the right direction.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/7d2ba52834a07957c420266ab9d7c7cbdfaf675d.png)
Saturn V during Liftoff by YourHistorian


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/3a6f4e41fd2f7e1c238a07c0e9e9e92c8ab90bb8.png)
The S-IVB holding attitude through the IU/LVDC


Improved LM P12 ascent logic

The LM ascent guidance has been improved. This is executed by P12 after liftoff from the Lunar Surface. The thruster issue where a thruster could get stuck firing for long periods of time has also been fixed, and the entire staging mechanism has been fixed so the ascent stage and the descent stage will separate (you should no longer be able to lift-off with the descent legs still attached, even if you have properly separated from it).

Apollo Maneuver Planner improvements

The Maneuver Planner has received a lot of internal changes. The Maneuver Planner has been made context aware, and has received preliminary support to plan LM DPS burns. It tries to automatically take the weight into account (CSM only, CSM+LM, LM only, LM ascent stage, ..) to calculate the burn time. To create LM maneuvers, open it with the LM as the active craft, and for CM maneuvers, open it in the CM as the active craft as previously.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/8e7bb72b44b1bcb099eec761d9c4a05ecc8c69c3.png)
CM and LM jet physics improvements

The CM and LM jet physics has been improved to reduce the ping/pong effect between the configured deadband (DAP setup). It also reads the DAP setup to better calculate thrusting durations to compensate rates into desired, within the deadband. It should still ping/pong but stabilize and be able to hold the attitude much better than before. Most of this work has taken place in the PGNCS (CM) and the PNGS (LM).

R62 - Crew Defined Maneuver and R03 - DAP Setup

On both the Apollo Guidance System (AGC) and the Lunar Guidance System (LGC), V49E will now realistically call R62. R62 is Routine 62, and will require a few more steps than before.
The CM Academy Lesson: AGC & AUTOMANEUVERING has been rewritten and updated to cover the R03 and R62. I highly suggest you to retake this lesson.

The earlier procedures was to manually change N18 to the desired attitude and execute with V49E. Now V49E must first be called to run R62. R62 will first show N22 where the desired attitude should be inserted/accepted, then N22 is copied to N18 and V50 N18 will require a PRO to start the maneuver. The CSM will have a direct mapping from N22 to N18 as both nouns are RPY. In the LM, N22 is YPR, while N18 is RPY. This is an important detail to know about.

The DAP setup has been improved with more options. A DAP setup checklist exists for both the LM and the CM, so you can follow this to set up your desired automaneuvering parameters.
To do this, key V48E to start R03. This will first ask you to input the DAP setup strings into R1 and R2. Proceed will ask you to enter weights. These weights are used to calculate jet thrusting. A new circular button named "Request Weights Data" has been added to the CM and the LM. This will give you the weights you need to input into the DAP Load. This should be frequently updated.
- New/updates checklists are available for the CM and the LM for R62

V34E will terminate any running Routine. If you run a routine without completing it, strange things might happen, so use V34E if you experience this.

https://youtu.be/6IAhD60iJok


Lunar Guidance Computer

P30 has been updated for the LGC to reflect the latest changes, and P40 has been added to execute DPS burns. P52 opt. 1 has also been added to let you align the inertial platform with the preferred burn direction.
Added support for V24 and V25 (AGC and LGC)

Apollo Guidance Computer

Added support for V24 and V25 (AGC and LGC)

Command Module Electrical System updates

I have rewired and change some logic related to the DC busses internally. Some strange behavior in the EPS related to the batteries, battery busses and the flight bus has been located to these issues that now has been fixed.

    Panel 275 FLT/PL bus cbs incorrectly appear to affect battery availability entirely (DC Voltmeter reads zero on bat a/b if the FLT/PL Bat Bus A/B CBs are open)
    EDS appears to be non-functional if Panel 275 FLT/PL BatA/B cb open



Command Module "Cold & Dark" updates

Some of the checklists and runnable steps has been updated to make the C&D setup better. Some circuit breakers was easily missed if running the checklist, and some things has been added to the activation checklists. More improvements will be made here as we have an ongoing C&D focus group in the #alpha-floor channel on Discord. If this is your thing, feel free to join!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/eacb0e7e24314b6286e87ae0500dda0eb2d4cea4.png)

CM SPS Injector Valves

The SPS injector valves should now be visible and functional depending on the system you use to ignite the SPS. All 4 valves should point towards the right when closed, and left when open (burning).

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/cf774ddbf3b7355dcd7dfd7a71fcde7912be76c2.png)

Improved Gemini Rendezvous burn calculations

The rendezvous burn has received some improvements to make the rendezvous burn more precise.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/3dfc375fe6a05285f8eb2bf503f93f3f82baeffb.png)
Gemini on its way to LEO - by YourHistorian


Improving the Checklist Guide

Checklist System has now received support for naming the labels. Myself and contributors are working on adding this data to the new system. This allows the Checklist Guide show you "Set ASCS to AUTO" instead of "Set ASCS to Left", or "Set DC VOLTS to Main Bus A" instead of "Set DC VOLTS to 4" etc.

The PRO button has been rebound to B instead of T (due to a conflict in the Lunar Module ROD) and the PRO label in the button has been replaced with a check-icon.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/695bfb9ea33c673001061e4b121994be2a0c7714.png)

Unit Standardization to Imperial

Started to standardize everything to imperial (nautical miles, pounds, feet). This is a huge task and will be an ongoing process as many missions still refer to this. The main radio comms and tools should be updated in this patch. If you stumble upon a place that uses Metric (except for the console and some orbital mechanics readings), please report them so I can convert it.

Experiment: Preserve field of view on the different cockpit cameras (CSM only)

I have started to test a common request by users. This is that the field of view is preserved between camera changes in the CSM only. As usual, double-click the middle mouse button (wheel) to reset it whenever you want.
I think the next step in this experiment will be to also preserve the camera orientation. This will let you move from the COAS to the AGC and back without having to readjust both orientation and zoom.
Let me know what you thing about this idea. It could be a setting that is toggleable.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/7aa5880a9e402d7f79b1657e30436dc9ea442e1e.png)
Earth seen through the CSM window by JFast


Not finding your resolution?

I started the work to try and find the issue that prevents some users to find their monitor resolutions. If you are one of them, please try to use the new console command to list all detected resolutions and see if you find it there. During alpha-testing, this has made the missing resolution appear (more data needed). If not, you can use the tool to set the resolution directly.

Added a command to list the detected resolutions supported by your monitor:
s -resolution -list


Added a command to the console for setting a screen resolution (test).
The command is:
s -resolution w h fullscreen

Example:
s -resolution 1920 1080 1

This will set it to 1920x1080 in fullscreen

Being blocked in this version compared to the 0.85?

Use the BETAs page on the game properties in Steam to switch back to the 0.85 branch, I have stored it there.
Note: A branch containing an old version can be deprecated at any time for various reasons.

Other bugfixes:

In the list below I have stripped away most of the things covered above.
For a full history, see the alpha-floor thread: https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/

Mercury

    Lots of Mercury checklist updates
    Mercury Checklist Dictionary updates


Gemini

    Lots of Gemini checklist updates
    Gemini Checklist Dictionary updates
    Checks for the retro burn circuit breakers


Apollo: Command Module

    DAP is now integrated with the save state
    Fixed so that P40 automatically sets the deadband to 0.5, overriding the DAP
    ASCP/ATT SET tw should now go between 0 - 359 again
    ATT SET 180 roll offset hot fix
    New CSM checklists and section changes
    Fixed multiple typos in the Virtual Cockpit labels
    Huge CSM ECS rebalancing
    Changes to the CSM T&D checklists and removed the old deprecated NO LM version
    Updated the CSM Deorbit and Entry lesson
    The Burn Planner should now prevent interaction with the panel behind it
    Fixed so MOCR renders the CSM attitude rates in deg/s instead of rad/s
    TLI calculated dV should now be visible in the MOCR RTCC program, previously it rendered as zero
    Fixed the time to SOI in TLI tool and MOCR, it used the wrong calc and was showing time to LOI or time to return SOI instead. This explains the 49h vs 60h seen in MOCR Monday.
    Fixed so the Apollo Current Objective tool does not get stuck on drogue and chute deploy. Corrected a couple of other states that had the same issue as this.
    Changed the CSM RCS Command switch to a spring switch. Both this and the SM Transfer switches should now be spring loaded
    LOI and SPS burn physics fixes
    TLI burn physics fixes



Apollo: Lunar Module

    DAP is now integrated with the save state
    Removed the red band on the Thrust Indictor. It should be all yellow.
    Fixed multiple typos in the Virtual Cockpit labels
    LM Water Separator caut lt fix
    Fixed so the LM Event Timer Seconds-Units increase it with 1 and not 10 seconds.
    The Burn Planner should now prevent interaction with the panel behind it
    Added Helium regulators instructions to the LM descent and ascent lessons
    Fixed so the ascent stage does not lift off with the descent legs (visual issue), if unable to ignite due to He pressure. A race condition made it partially "possible". Thanks, good find folks!
    Made some fixes with the He pressurization on the LM RCS, as well as oxid/fuel consumption.
    Made some tweaks to the RCS quantity indicators
    LM DSKY remains lit when powered off


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 10, 2022, 11:34:18 PM
Update Notes for patch 0.8617.EA
Thu, 10 February 2022

Reentry has been patched to version 0.8617.EA.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/1ab363f18eaaaac672f2ad7efe81d2e8f8a38b56.png)

The following changes has been made:

    Corrected the CSM Deorbit lesson with regards to some redundant procedures related to the introduction of a more realistic R62
    Corrected some Gemini states with regards to retro AUTO and MAN cbs to be closed
    Corrected so that loading a Gemini Save State wont spawn you back on the pad
    Fixed some issues with the loading screen and change its design, this is just the first iteration, more changes will arrive soon.
    Corrected the LSM-bug where the Lunar Module would magically spawn inside the SM when performing a CM/SM separation
    Corrected so that the Gemini capsule wont flip upside down when landing. A default collider was added by accident, causing inbalance in the buyonancy logic
    Fixed some more unit conversions from metric to imperial. Keep reporting them when you see them!
    Fixed the IU logic to correctly disable the liftoff light and the no abort light in the CSM
    Fixed some logic related to the NO AUTO ABORT lt in the CSM
    Corrected the NO AUTO ABORT lt, and the LV ENGINES status light colors (red/amber)
    Made some more change to the TLI guidance logic in the IU/LVDC.

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 27, 2022, 11:31:59 PM
Reentry has been updated to 0.87 - Tools, Checklist Guidance, Free Play missions
Sun, 27 February 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/66a2df8f7cfbbf957a65ca66ad88540d4864c43f.png)

This patch is all about improving the data and in-game experience, and is a preparation for the upcoming 0.9-update series. In addition, multiple bug reports has been corrected since the previous patch. It will come with new tools to create checklists and improve the in-game data, and prepare for language support. The game engine (Unity) has also been upgraded to a new version. Due to the critical changes, this might bring some side-effects. If you experience this, please report them so I can fix them, and if needed, you can always revert to the 0.86 build through the Steam betas tab in the games properties.

Simpler to create checklists

I improved the checklist creation tool for all supported spacecrafts. The checklist tool is available from the in-game menu and can be used to create new custom checklists.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/2c9e8266e82f651bc3a3f2bb4a8e66621ce7206a.png)

A new toggle is available in the tool to automatically append a procedurally generated checklist based on the available RUN steps. You can open the image in full by pressing it to learn the details.
 
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/ebc6082f1c5d51da6c7bf99182fafcb3b842c8e6.png)

To create a new checklist, use the tool from the in-game menu. Then add an optional checklist text that will be visible when the checklist is opened. If the automatic checklist generator is enabled, the procedural steps will be added below this text.

The STEPS page supports recording the previous switch that has been interacted with, a manual step that requires the player to press the checkmark button on the Checklist Guide UI to proceed, and a Text Only field that will only be used to render custom text, line breaks, headers etc, into the automatic checklist generator. Text Only will only be used when rendering the checklist itself.


Cockpit dictionary

Improved the Mercury, Gemini, Command Module and Lunar Module cockpit dictionary data structure. This now supports automatically creating checklists from the RUN steps. This is the data that will be used when a checklist is automatically generated, or by the Checklist Guide UI.

In the image below, notice that the actual switch position labels are used instead of "Left/Right/Up/Down/Middle". This also applies to the selectors, to prevent it from asking you to "set DC VOLTS to 4" etc.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/f05757c0a497049b40d54c3239a0cc1b663a1e3e.png)

I have completed adding all the switches for the Mercury, Gemini, Apollo Command Module and the Lunar Module into the dictionary, as well as each of the possible positions for every switch, circuit breakers and selectors.

A cockpit dictionary tool for advanced users has been added to each of the available spacecrafts and can be opened from the Create Checklist option in the in-game menu. This will toggle a simple tool that will show the data of the switch you interacted with last such as its Display Name and the possible labels. Warning: This has direct write access to the dictionary so any changes made here will be applied to your own local checklist.


Pre-Backup Crew Ingress panel configuration (checklist)

Created a checklist using the automatic checklist generator that contains a list of the entire Command Module panel configuration for Backup Crew Ingress, as seen on page 380: https://www.ibiblio.org/apollo/Documents/AOH_A16_VOL2_Part_2.pdf

This checklist can be used to verify the entire cockpit configuration for C&D setup and Backup Crew Ingress.


New Apollo Free Play missions

Added two new Apollo Free Play Missions, one for Backup Crew Ingress (continues from the panel state set by the above checklist) and one for Prime Crew Ingress (continues from the completion of the Backup Crew checklists). The old C&D mission is still available and can be used to set up the cockpit as Ground Crew, before Backup Crew Ingress.
 
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/6a8d4cff04589d07590030f6ff0a14066fb6d9f8.png)


AGC/LGC DSKY input improvements

I also added support into the LGC and AGC for "shorter" inputs, so the logic adds leading zeros. For example, if you want to enter +00001 into P52, R2 (to align IMU with pref), you previously had to Key V37E 52E V22E +00001E. Now you can Key V37E 52E V22E +1E and it will translate into 00001.
Another example is during V49. Say you want to maneuver to 0, 90, 0, but all registers had something in it and would need to be replaced. Previously you had to key V25E and then +00000E +09000E +00000E to set all the registers.

Now you can simplify this:
V49E V25E +0E +9000E +0E
vs
V49E V25E +00000E +09000E +00000E

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/9d26fd6e5120de2104fe894c468c85c19efbc99a.gif)


Cockpit Cursor changes

The cockpit cursor will now render the switch you are currently hovering and interacting with by looking up data data from the Checklist Dictionary. I have also supplied all the remaining data for the Mercury, Gemini, Command Module and Lunar Module spacecrafts.
 
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/7d5694981e21823bd4de9786ce1e78030ee498e0.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/1f16c349a84b0f1a8a5965d2b02d5a0464d79fd8.png)


0.9 preparations

A lot of internal changes has been made to the game as well. The rendering engine (Unity) has been upgraded to a newer version, and I have moved a lot of the hardcoded text data for Mercury, Gemini and Apollo, as well as the Main Menu, into files that can be localized/translated. Translation tools has also been made available from the CONTRIBUTE-screen on main menu. These tools are there just for testing while they are being developed and is only considered for advanced users.


LC39 exhibition

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/f6eeca3ad4bf08fb144c8900b52c9820c7bd9ac3.png)
 
In celebration of the Reentry Discord server hitting 2000 members, I decided to release a fun little side-thing. You will now find a new Main Menu option called EXHIBITIONS. This will give you first-person (FPS) view of the dev-environment I have been using to test some 3d models. In this case I will let you walk around and explore the Apollo-era Launch Complex 39A in first person. Keep in mind this is almost a direct dev-tool, and is not a big priority for Reentry - An Orbital Simulator. You will fall through the floor, and there are not much that will prevent you from venturing towards the infinity - it's just a fun little thing for those interested. If you press ESC during the experience, you will find a RESPAWN button, and some other settings you might enjoy.

How fast can you climb the stairs? Who knows, maybe other "digital museum"-like experiences will reach this menu too?

Thanks to everyone who are part of the Reentry Discord community!

Other bugfixes and improvements

•   Corrected the inverted burn direction in the CSM when returning home, after TEI burn and Earth SOI entry
•   Corrected the 90 degree inclination offset that happens in some cases after TEI. You need to plan a mid-course correction to tune your trajectory/entry angle after Earth SOI entry.
•   Corrected some logic related to APS ignition
•   Corrected a lot of panel texture issues and typos in the Apollo Command Module
•   Corrected regional differences related to TEI and AGC/LGC input, causing strange side-effects
•   Corrected the dark/black shadows issue in the Balanced Graphics settings
•   Increased the render distance on the CSM & LM camera sources
•   Fixed clipping issues with the Orbit View in Apollo
•   Fixed the issue that caused Master Alarm with the C/W PWR lt illuminated when setting the LM Ordeal LIGHTING sw to DIM
•   P63/P64 Lunar Descent improvements
•   Lunar Descent and Landing academy lesson fixes
•   Fixed the 1202 issues with the LGC
•   Fixed some GSE issues related to the startup procedures for the CSM
•   Added female versions of the various Mission Control vests
•   Made some changes in the CSM C/W system related to the SM and CM RCS warning lights and master alarm
•   Fixed some logic that caused side effects when using the LM ROD during Lunar Landing
•   Corrected the electrical system wiring to the CSM C/W lights


Thanks to everyone who has been part of testing and reporting issues!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/fdb908e79c04f1ce937ae6932ccc2116c6ce9968.png)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 08, 2022, 11:30:05 PM
Update Notes for patch 0.8711.EA
Tue, 8 March 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33371327/fe72712a720e0de7c3f11dccf1d5ab2016d4ffc6.png)

Reentry has been patched to version 0.8711.EA. This is a hotfix related to an issue where rendering avatars/mission controllers fails. See list below for other minor changes:

•   Added capability to override the language. This is meant for contributors as they develop language support. Set the language to ENGLISH, then type in the language code your files are using, then press OVERRIDE. This will only work if the dropdown is set to ENGLISH.
•   Fixed a breaking issue with the avatar/character rendering engine causing only the headsets to render in the latest release
•   Did a major update of the avatar rendering engine
•   Correcte many missing labels and text artifacts in the Mercury Control Center
•   SLV ascent guidance tunes
•   TLI guidance tunes
•   Corrected some issues related to loading language files

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 21, 2022, 10:19:03 PM
MOCR Academy - learning to be a virtual mission controller
Mon 21 March 2022


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/0507b20143db8feeb8b0e16aa1cad382f4b8879b.png)

Want to participate in a multiplayer session but not sure how it all works, or thinking it's too hard and complicated? You have found the right event.

The Reentry community is organizing the MOCR Academy, where we plan on running both live practical sessions on how the intercom works, station overview and what each role should focus on, and live mini-missions designed to teach you the various aspects of being a virtual mission controller in Reentry. We also plan on creating short videos that will be used as learning material.

The first MOCR Academy will take place on Thursday with the goal of introducing you to MOCR. You will learn everything you need to get confident and join the real deal on other events such as "MOCR Monday".

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/958c8723af9183109a7d7b80cb408c978716633f.png)

AGENDA

- Overview of the Apollo Mission Operations Control Room (MOCR) and its functions
- Brief overview of each station (CAPCOM, FLIGHT, AFD, BOOSTER, EECOM, GUIDANCE, etc)
- How to set up and operate the Intercom
- Radio Communication: voice discipline & comm usage
- Training session: Live & fun mini-missions in various settings and scenarios to practice


The event will take place at the Reentry Discord server, join us here: http://discord.gg/reentrygame


Hope to see you there!

Upcoming Event Starts Thu, 24 March 2022
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 06, 2022, 11:47:51 PM
Reentry has been updated to 0.9 - Game Mechanics and Infrastructure
Fri, 6 May 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/2d1d3a761ecb13fec2a8a36eb9c20e103cb638f9.png)

I'm happy to share that Reentry has been updated to version 0.9! This is mainly a bugfix, infrastructure and game mechanics update.

If you need to revert back to the previous version, you can use the 0.87-branch under the game properties/betas-tab.

Thanks to the Test Pilots, Community volunteers, contributors and alpha-floor testers. and everyone who has been a part of testing!


Adaptive UI

Massive changes to the User Interface system to make it more adaptable to various screen resolutions. Most of the user interfaces has been modified, but the look and feel should remain similar to what you are used to. Most settings related menus has changed to a single column rendering method instead of a dual column, so you will need to re-learn where some of the settings are located.

This has been a big pain-point for many, so I hope this improves things for those with both older screens, and ultra-wide screens.

Text-To-Speech System

I have received quite a few requests for a text-to-speech system. A new option (disabled by default) will use a voice synthesizer available on your system to read out the mission commands given during tutorials and missions. You can toggle the setting on the main menu:
SETTINGS -> Audio section -> Untoggle Text-to-Speech

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/8a556feba9cc4c6c7666db058e91c91c5821435c.png)

Improved the Mercury Academy

The Mercury Academy is the entry-point to the game for many, so I have made a revisit to some of its academy lessons to cover basic game mechanics a bit better or differently. It should now better highlight the gauges and switches that are being discussed. The on-screen switch indicator that will show a dot in the direction of the currently highlighted switch will also work with this.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/82c30d7cc8122b0d602a686750df7f8f686d3f75.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/4dc16d8dcff3d374f5df4bf3914806c6b714b3d0.png)

Improved Save States

I have continued to work on the save state system, especially focusing the complex nature of saving and loading a state in Lunar Orbit. If you have tried to save a state here when the LM and the CSM is in close proximity, like during docking, for then to discover that when loading the state, the two space crafts suddenly are a few degrees apart. This should now have been improved to be within fractions of a degree.

More Game Overs added

Flying a space craft is hard. There is a lot of things to monitor and check. In the 0.9 update, I have implemented some more Game Overs to Mercury. This includes suffocation of O2 is depleted, fires in various cases. I will keep adding more and more ways to fail and die in space, including Gemini and Apollo.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/0e41ec34b6b632193a603278c6e376ba8a1e93b0.png)

Pause Game

Pressing ZERO Language Support

The major aspect of this update is all around language support. Most (but not all) important UI text elements is moved into a file-based lookup system. There is one system responsible for the User Interface, and another responsible for mission content and checklist content. Almost any mission and User Interface should now be translatable to any language you wish to support.
To test the language tools, I wish to set the target for 1.0 that A) the User Interface system to support both Spanish and Chinese, and 2) Mercury Academy will support Spanish and Chinese.

It is quite easy to translate the game. You can follow these guides to contribute, or to just make some changes locally on your own PC (without contributing):
https://github.com/ReentryGame/Languages

We are looking for help to translate the game, please reach out on Discord if you are interested!
Current focus is Spanish, French, Chinese


File based storage, Save Games and System Mechanics

Another major aspect of the 0.9 update is that the save games has been moved into a file-based storage system. This will allow Steam Cloud integration, so your save state is stored online, as well as taking a backup or moving your save to another computer.
Most of the game settings are located here, as well as progress. Another settings-file has been made for graphics settings. This should not be Steam Cloud enabled.
I have also started the process of enabling Steam Cloud Play to test the online storage and the Cloud Play services, including GeForce Now (hopefully, if it gets accepted).

Other

- More unit conversions from metric to imperial
- Option to disable the Highlight renderer so the blue box is invisible, while the Checklist Guidance UI (triggered by RUN) is still functional
- Added "Hold Countdown" to Gemini and Mercury (from cockpit)
- Fixed a Mercury Retro firing bug causing the mission script and cockpit shake to happen, even if the individual Retro Rocket No. 1, 2 and/or 3 was off.
- Option to disable the radio noise filter on voice radio communication (multiplayer)
- MOCR TV channel logic correction
- MOCR/MCC sitting animation fix (offsets still needs tweaking)
- Mission Accomplished text wrapping
- Fixed some P01 IMU alignment issues


Small note about 1.0

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/f9745701faa555d8861c63613c270d1165b93d5b.jpg)

As we move into the 0.9 update series, you will mainly see game mechanisms and game system changes such as language support. Language support will be iterative as contributors submit their changes. If you wish to contribute with translation, please reach out! We wish to support as many languages as possible, even if it’s just the User Interface files, or various missions. The language system will fall back on English if it’s not able to locate a translation for the selected language.

Once we reach the 1.0 milestone, the game will leave the Early Access tag, and move into its journey towards 2.0. The main goal of 2.0 is to improve existing space craft implementations and their systems, add new capabilities to them, focus on multiplayer, Virtual Reality, and introduce new space crafts to the game. I will soon publish more information related to my plans for Reentry - An Orbital Simulator between 1.0 -> 2.0.

What's new in Reentry 0.9?

https://youtu.be/SUrQhYdkmK0

Thanks for playing Reentry!
// Petri Wilhelmsen

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 29, 2022, 11:13:56 PM
Update Notes for patch 0.9031.EA
Sun, 29 May 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/6b914ccd5a3dcfa421cb01465eebf59328405a95.png)

Reentry has been updated to version 0.9031.EA:

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33371327/fe72712a720e0de7c3f11dccf1d5ab2016d4ffc6.png)

    Updates to AGC P60's (entry) prediction values
    Updates to the reflection probes settings: If setting them to OFF, a similar lighting technique developed for the MOCR alpha version has been rolled out to Mercury, Gemini and Apollo to reach better graphics and shadow lighting. This should remove the completely black shadows you see when probes are OFF.
    TEI calculation and execution updates
    Updates to Apollo Campaign 3 and Campaign 4 from reports and learnings by watching the N9 Gaming "Reentry - An Orbital Simulator" series.
    Lunar SOI and Earth SOI transition fixes to achieve better results and fixing the "inverted burn direction" bug.
    Fixed many of the reported typos



Thank for reporting issues!

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on June 18, 2022, 10:47:54 AM
Reentry has been updated to 0.91 - CSM performance, stability and bug fixes
Fri, 17 June 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/bf2b6d6df433813eb76ac43c9f734d04ea9b8375.png)

I'm happy to share that Reentry has been updated to version 0.91!
This update mainly focuses on improving existing features, and contains a huge Apollo CSM performance boost, and Apollo save states.

Note: If this build causes issues for you, you can use the Steam Beta Tabs to roll back to version 0.90.


Apollo CSM performance improvements

The Apollo CSM has been and still is a beast to render in real-time. In this update, I have tried to improve this. Different optimizations and rendering systems are used to improve the performance of the Apollo CSM in desktop mode, while trying to maintain the visual quality of its interior. Significant changes has been made to it, so please report any new issues you experience with it.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/4326546e7f841b4b3a12675e413f07bd120b83a2.png)
The view above renders at 60-70 fps with max settings (probes at med) on my hardware compared to 20-25 fps before.


Reflection Probes updates

The way reflection probes works have been altered to improve performance. This affects all programs where reflection probes are enabled. Setting probes to OFF will use an alternative ambient reflection model to remove the completely dark shadows.

In-game docs

Pressing SHIFT+M (can be rebound) will now open an in-game browser capable of rendering pdfs. Each program has a library with common documents needed during missions. In addition, the browser can be used to open other documents you might need.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/842adda7adeb1957cee172415443ea836676b38c.png)
Apollo Save State / Inverted CSM burns after TEI

A big issue related to save states that caused inverted burns post-TEI has been fixed. This will require you to re-create any save states after TEI. This save state issue is also present in all other save states in Lunar Orbit, but does not affect general mission performance (as far as I know).

Other updates

- Mercury Chute Lines are now visible during landing
- CSM SM/CM RCS freeze issues fixed. Gauges should now be back to normal. Remember to use the heaters.
- Fixed some texture issues related to the CSM RCS
- Moved all the Mission Pad Map markers to their correct positions before ignition (no markers in the lat/long 0,0 position before ignition)
- Fixed an invert-issue with Ap/Pe markers in Apollo->Moon Map
- Lunar Module map markers visibility checks based on the LM being undocked or not
- Many updates to the Apollo Campaigns (III, IV)
- Fixed Set Sail circular orbit check
- Mercury Altitude Check on splashdown fixed

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on August 11, 2022, 12:20:57 AM
Tune in tomorrow (8/11) to learn what's new in 0.92!
10 Aug 2022


Going live with this video tomorrow to talk about the new features you will find in Reentry update 0.92!

https://youtu.be/CxAFpUnJfzo


Hope to see you there, and feel free to ask me any questions (AMA) on the chat, I will be available during the entire show to answer your questions about Reentry - An Orbital Simulator.

Upcoming Event Starts Thu, 11 August 2022  BST

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on August 12, 2022, 10:30:50 AM
Update 0.92 is out - AGC P30 & SPS, first PADs, improved Apollo Entry!
Thu, 11 August 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/697218581a860bb36f94d422b0bad05175b56271.png)

Reentry version 0.92 is primarily about improving existing features in preparation for the 1.0 milestone (keep in mind that 1.0 is just the beginning towards version 2.0). The major features in this update is a big overhaul of P30 in the AGC, a central piece of software used in all AGC controlled SPS/RCS burns, the introduction of a Preliminary Advisory Data (PADs) system and a big overhaul to atmospheric entry in Apollo and the related Entry Monitoring System (EMS).

In addition, hundreds of bugs and issues has been resolved in Mercury, Gemini and Apollo.

Note: If this build causes issues for you, you can use the Steam Beta Tabs to roll back to version 0.91.


Let's dive into the details:

https://youtu.be/CxAFpUnJfzo


Read on.... https://steamcommunity.com/games/882140/announcements/detail/3382785191076437791
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on September 11, 2022, 10:12:48 PM
Dev stream: Tune in to see what's new in 0.93!
12 Aug 2022

(https://cdn.akamai.steamstatic.com/steam/apps/882140/ss_189d1c40ba6883802a730cd80ff7593dd5599115.jpg)

Hello!
I will go live later today to showcase some of the new features planned for the 0.93 update.


In this stream I will show you some of the new features in the 0.93 update!

https://youtu.be/wDMeZx7h71U


As usual I will host an AMA-session (Ask Me Anything), so please ask questions in the chat and I will try my best to answer. :)

Hope to see you there!


// Petri Wilhelmsen

Past Event StartedThu, 18 August 2022
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on September 11, 2022, 10:13:42 PM
Update 0.94 is out - Updates to Mercury, the Lunar Guidance Computer & Bug Fixes
Fri, 9 September 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/7cf5d2dd46b09f57813c031d51c885d4b377cd78.png)

0.94 is another stability update where a lot of bugs has been fixed. The main features are updates to the Mercury physics model (ascent, guidance) and retrofire engines, some Mercury interior fixes and updates, in addition to some huge updates to the Lunar Module inertial platform and the Lunar Guidance Computer.

Mercury Physics Update

The physics model of ascent, deorbit and entry in Project Mercury has received an overhaul, and it is finally possible to fly similar missions to what was flown in real life. Launching into orbit, with retrofire scheduled after about 4 hours and 30 minutes, just like in Mercury-Atlas 6 (Glenn), will make you splash down in a similar location to real life.

https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/09f5785bfef5048b6aebc7cd7f5647bdcd8422c4.png


Mercury Cockpit Window

One of the features is the addition of panels or doors that can shut the Window in Mercury. It consists of three doors that can be adjusted by clicking on them, just like any other selector/knob.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/614a2ea9b73507ab06733ce5462b59e7f1edf055.png)


Mercury Cockpit Interior

The model of the Mercury fuses has been updated to better reflect how they looked in real life, and the UV mapping issue has been fixed. Additional cockpit props has been added and the attitude gauge needles has been colored. This makes it easier to see what's pitch, yaw and roll on the attitude rate needles as they match the coloring of the axis.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/df395758e64e069bddc3e570bf47064c54cc9c87.png)


Lunar Module Inertial Platform updates

The inertial platform in the Lunar Module is updated to behave more realistically. It is used to improve the methods that uses the REFSMMAT to execute other tasks such as alignment and burns.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/1bb9bef10dddb796d79933adc762c69b8ae75b57.png)


Lunar Guidance Computer: P30 & P40

Requesting burns using the Burn Planner will insert a planned burn into the LGC (if you use it when the Lunar Module is the active space craft). The data and logic has been overhauled to be more predictable, with better default values for attitude. A new button is added to the burn planner that lets you request the REFSMMAT before the burn is requested. This allows you to align the IMU using P52. If you then request the burn, the default attitude values should make more sense (this is only needed if you want to torque your gyros ahead of a burn).

The old procedures still works, but it required you to be in control of the attitude to set in V49 (usually all zeros).

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/bde03c483d46bedf7f1ac8c920862cf004b6c86b.png)


Lunar Guidance Computer: P52 opt. 1 and opt. 2

The updates to the REFSMMAT lets P52 opt.1 behave more predictable, and can be used to orient the spacecraft with the burn direction. Requesting burns using the DPS will for example give you the option to align the S/C so that the DPS engine faces prograde/retrograde (90 degrees / 270 degrees pitch). It should now be simpler to execute a DOI burn using the Lunar Module instead of the Command Module, like they did in Apollo 11.

P52 opt. 2 will let you align the platform with the local vertical at a specific mission time.


Inverted Mission Transcript

I have also reverted the Mission Transcript to make it easier to see the last message received.


Links to Space Flight Academy videos

Going forward I will be focusing on creating videos that will teach you and show you the key procedures for each space craft. I link to these has been added to the Academy.

A brief overview of 0.94 can be seen here:

https://youtu.be/cVLlvt4JkB0



Please see the list below for a full list:

    Mercury Physics update for more realistic atmosphere (ascent, entry)
    Slight Mercury Cockpit updates: New fuses and cabin props, adjustable window shields
    LM REFSMMAT updates to better support DPS burns
    LGC P30 and P40 updates. When requesting a burn, note the burn attitude offset of about 90 degrees on attitude
    Added support for LGC P52 opt. 2
    Reverted the Mission Transcript so last message is on top
    Some additional tuning on the CM ECS and Gemini ECS
    Fixed: OBC Catch-up rounding issue, so numbers match with comms
    Fixed: Added the missing highlighter support for 3 circuit breakers in the Command Module
    Fixed: Inverted LM x-pointer scale control
    Fixed: SPS exhaust visible when fuel is depleted
    Fixed: SPS fuel depletion logic
    Fixed: PAD toggle should now care about UI work, preventing to open them when typing in a text field etc.
    Fixed: dV THRUST A/B labels
    Fixed: G-trace line disappears when setting EMS to off
    Fixed: G-trace graph renderer rendered it outside the EMD display area. It's a graph but the TSS scaling changed the size of it
    Fixed: CM/SM jets temperature sensor offscale
    Fixed: Gemini navigation lesson asks to set the FDI selector to the wrong position
    Fixed multiple typos and issues in checklists
    Fixed multiple typos in language files
    Fixed multiple typos in missions
    Fixed: Inverted the Gemini lift vector. Heads up -> Lift down, as with the Command Module is correct
    Fixed: Gemini Event Timer sign issue
    Fixed: Gemini CO2 gauge limit to prevent negative readout
    Fixed: Agena RCS visibility
    Fixed: Agena engine SFX
    Fixed: Blank PAD visibility in Apollo
    Fixed: Mercury Stable Orbit should work again now (had a slight roll before)
    Fixed: Gemini Abort Handle (part of it was baked into a static mesh, preventing animation)
    Fixed: Flickering Gemini Attitude Indicator during startup routines
    Fixed: Gemini Rendezvous orbit prediction showed a circular orbit, it should be an elliptical orbit. Wrong lookup data was used



A special shoutout to all the alpha-floor testers, those who report issues and provide feedback, and to the Test Pilots. Thank you all for helping me creating a better game for all of us.

// Petri W.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on October 02, 2022, 01:55:08 AM
Update 0.95 is out - TLI, Mercury, Bug Fixes
Fri, 30 September 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/942a0a3dd61db0456333852ff79dd0b4708439e5.png)

The 0.95 update will improve the logic surrounding Trans-Earth Injection (TEI) and how it behaves as you travel between Lunar and Earth SOI, and fixes many bugs related to this. It also adds the first PADs for the Lunar Module. These PADs will be provided when requesting PDI, Lunar Ascent and DPS burns. PAD sheets are also available in the CREW MEMBERS menu.

In addition, a lot of updates has been made to the Mercury program related to various visual models and general bug fixes all over the game.

Note: If you experience issues with this build, you can roll back to a previous version using the Steam Betas tab.


TEI

The logic surrounding TEI has been improved and should fix many of the reported issues. The two biggest issues are that it has been impossible to find a TEI-burn even if you are in a proper circular orbit around the Moon, and that the orbit is wrong once you enter Earth SOI (when timescale stops).

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/2fb7c919916c55923fcfb0adf29f27aa080726ae.jpg)


Initial PADs for the Lunar Module

With the changes to the DPS in the previous update, the LM has also received PADs (Preliminary Advisory Data). When requesting a DPS burn using the maneuver planner, P30 PAD is provided. Same applies for Powered Descent Initiation request and Lunar Ascent request.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/d141da8ef3791e6ad92e974357ad407259662402.jpg)


Lunar Guidance Computer updates[/ib]

I have corrected some major issues related to the LGC and save states, and corrected an exception that would make timers stop working correctly (mission timer in the CM and LM stops and countdowns does not work anymore).

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/65ac13856858879352581dab8d6c31ea052b60ba.jpg)


Mercury Graphics Improvements

I have remade the Mercury LES tower, changed how it is rendered from the virtual cockpit and made some changes to the heatshield and landing bag.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/8fc08a605a599d7b6bdce954bc798e2d804dd370.jpg)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/d85824b6fa51a62780e39becedc4668650c7bfbe.png)


Mercury Orbit Decay testing

A toggle (default off) has been added to Realism Settings to test an orbit decay function for the Mercury capsule only. This will circulate the orbit while passing through the upper parts of the atmosphere such as LEO. The closes point (Pe) of Earth will have the most drag.


VR

Some updates has been made to VR where a toggle (bindable in the Input Mapping (not for the VR controller)) to switch between 2d mode and VR mode to use features not yet implemented in VR. I have also fixed the ROGER button in the Lunar Module.

Thank you for reporting issues and helping me create a better game! :)

    TLI improvements and feature fixes
    Initial PAD tools for the Lunar Module
    PAD LM P30
    PAD LM PDI
    PAD LM Ascent
    Logic to test if it's possible to change between VR and 2D mode (to interact with advanced UI or VR-unsupported features)
    Added a Hotkey to toggle between VR and 2D mode
    Made the ROGER Button in the LM functional in VR
    Fixed some "waiting for Mission Objective to complete"-bugs
    Changes to Gemini ascent/insertion procedures related to OBC Catch-up routine
    Fixes to various campaign missions
    Fixed issues related to the Mission Timer in the CSM/LM
    LGC Memory State
    LGC corrupt memory fixes
    LGC DAP lookup fixes
    Updates Mercury EPS lesson
    Fixes to AC VOLTS gauge in Mercury
    Improved Mercury LES (tower) model
    Minor Mercury EPS lesson fixes
    Simpler to close the console (toggle from in-game menu or press ESC when it is open)
    LES rendering changes
    Mercury Heat Shield Post Landing material
    Mercury Attached heatshield on landing bag so it moves with it as it inflates
    TESTING: Orbit Decay (Mercury only) as an optional realism setting
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 03, 2022, 02:04:42 AM
Update 0.96 is out - Mercury: Debriefs, Dynamic Skybox, Flight Manual, Bug Fixes
Wed, 2 November 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/02bfc4dbf585568ba129b22c54811d9b632c99f1.png)

I'm happy to share that the 0.96 update has been released! This update is focused on Project Mercury and contains a new Debrief System used to refine the "Mission Accomplished" window when ending a mission.

This first release of the Debrief System will be used to test how it works and integrates with Mercury, before being rolled out to Gemini and Apollo as well (planned for 0.97 and 0.98). It also applies a new update to the Mercury Flight Manual, the first step in updating all flight manuals and the reentry game manual before 1.0, and a dynamic skybox during pre-launch operations.

Note: If this updates gives you issues, you can revert back to a previous version by using the Steam betas tab for the game.


Mercury Debrief System

The main feature update is the improved Debrief System for Project Mercury. The goal of this system is to better communicate what goals you completed in a given mission and give you a timeline of your mission execution along with stats and graphs from various stages.

For example, the mission timeline will show you all of your main events:
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/0e5858dc43b020ba167a1dc7ac9dc9dd9b4bb72d.png)

And various stats and graphs can be used to analyze your mission execution and performance:
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/deac7b3d637d088987fef447f47b8c5fa47669ad.png)

The is just the first step of this system and more stats/graphs will be added over time once I verify that the generic system works. If you have any good ideas for this, be sure to let me know!


Updated Mercury Manual

The flight manuals for Reentry is in need of updates. This is the first step of giving all of the flight manuals a big update before the 1.0 release. The screenshots has been changed, sections has changed and all checklists has been updated to the latest version.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/b168cff2263859e7c6a62aaf0b65c12bdb7d236d.png)

Mercury Dynamic Skybox during pre-launch

A new dynamic skybox has been added to Project Mercury as an initial test. The skybox requires quite a lot of calculations and will update at an interval of 10 seconds (or after completing a timescale).

The sequence below shows the skybox as time to ignition counts down from T -2 hours for an early morning launch.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/04697da0bd4599c9ea70fb1bbe2a057495064fdf.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/8ed19f202fb02eee2f6724c64379f0b66cf00fed.png)

Read on: https://steamcommunity.com/games/882140/announcements/detail/3386169865370984198
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 01, 2022, 09:52:15 PM
Update 0.97 is out - Gemini: Debrief System, Dynamic Skybox, Flight Manual
Thu, 10 November 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/950018da7b45926ce40e5010fb4abb31f8490f9e.png)

The 0.97 update adds the Dynamic Skybox and the new Mission Debrief System to Project Gemini. A big update to the Gemini Flight Manual is also included, and the rendering of the same recovery ship as seen in Mercury.

In addition, I have remodeled a lot of the interactable components in the Mercury capsule.

Note: If this updates gives you issues, you can revert back to a previous version by using the Steam betas tab for the game.

Mission Debrief System for Project Gemini
The most important part of this update is the integration with the new Mission Debrief System for Gemini. As with Project Mercury, you will now get a mission summary with timeline, stats and graphs related to your Gemini mission execution.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/443111f8aec3d50ee7f9f1751e0867e97aaabdbb.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/3b1009418da0c27696460fc60f33fafd329a534a.png)


Dynamic Skybox for Gemini
The new Dynamic Skybox has been added to Project Gemini. As with Mercury, the skybox requires quite a lot of calculations and will update at an interval of 10 seconds (or after completing a timescale). This adds the capability of night launches, and for early morning pre-launch procedures, you get to see the sun rise as you prepare for launch.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/009878e522cfa2bc9ef051c64de6e828eb662a1d.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/f15d416aa85eb19e3a6ee543b83473d79fcd7486.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/e5f5d106812e5402b4d141f05e16f526bdbfdee2.png)

Updated Gemini Flight Manual
The Gemini Flight Manual has received an update. The screenshots has been changed, sections has been added/changed and all checklists has been updated to the latest version.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/30dfbd864fada440c1f4291967f89a5dbfb94cce.png)


Mercury Cockpit Updates
I have doubled the resolution of the main textures used to render the Mercury Cockpit and updated fonts/font sizes and layout. A lot of the interactable switches has also been remodeled and made more realistic to improve the Mercury cabin experience.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/0e7b7a9bdc66dfcec59c837d1100d7f6b76065ca.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/fd1d14dda75fcace0dcefbfc4a69a9d763fc6c9f.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/99f524150969d15b271c640fc1d3866ff4095d1c.png)


Here is a summary of this update:

https://youtu.be/vTS7MfLjp14


Gemini: Mission Debrief System
Gemini: Dynamic liftoff skybox and landing
Gemini: Recovery ship
Gemini Flight Manual Update (to be released on public update)
Fixed: Gemini cockpit sunlight orientation relative to cockpit fix
Fixed: Gemini cockpit sunlight shadow artifacts removed
Mercury Cockpit updates
Fixed: Mercury entry particle line in external view
Fixed: Gemini entry particle line in external view
Fixed: Gemini interior light bulbs illuminated when batteries depleted
Fixed: Gemini entry effect during PPS burns
Fixed: Engine noise from Agena PPS when fuel runs out
Fixed: Agena RCS thruster jets stuck visible when OAMS is turned off
Fixed: Lots of shadow artifacts in Mercury
Fixed: Mercury illuminated switch sockets and EPI when it should be dark
Fixed: CSM Mission Timer RESET and SET logic
Fixed: FC monitoring gauges and minor CM FC logic updates
Fixed: Minor CM FC purge logic changes
Fixed: Gemini lights has stopped working
Lots of typos and mission updates
Language updates
Dictionary updates
Runnable checklist updates

Thanks to the contributors for helping make this game better and better, and to the test pilots and alpha floor players for feedback, testing and helping out.
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 05, 2022, 10:39:43 PM
Reentry has been patched to version 0.9821.EA
Mon, 5 December 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/fe72712a720e0de7c3f11dccf1d5ab2016d4ffc6.png)

This is a minor patch and a hot fix for an issue regarding lunar orbit causing the orbit of both the LM and CM to change during any SPS or DPS burn, eventually causing the crafts to crash with the Moon.

(https://cdn.akamai.steamstatic.com/steam/apps/882140/ss_de74ad9f63b16adf1b1fbb4f3a9d959fcdfb0e46.jpg)

Patch noted:
- Retro at Orbital Cursor should work when OBC isn't running
- SPS/DPS burn fixes during lunar orbit
- TLI logic updates related to issue above

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 27, 2022, 02:40:40 AM
Update 0.99 is out - Improved Moon Data, Updated Apollo Mission Pad Maps, Fixes
Mon, 26 December 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/e325f09cb6d611e7f158d3294e09d8786e7e0fbe.png)

The 0.99 update contains a lot of fixes related to the Moon dataset and improves the maps used in the Apollo Mission Pad. In addition, a lot of bugs has been addressed.
This is the first of multiple 0.99 patches with the primary goal of fixing bugs and improving game mechanisms. I will soon publish a new post with the update roadmap for Reentry 1.0 to 2.0.
Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.


Improved Moon Data

The update will double the lunar texture data set resolution used during lunar orbital maneuvering. The height data set is improved from 8k to 23k and the lunar color map is improved from 8k to 16k.

In the image below, the top image is the old system (including normal shadows), while the bottom image is the new system (but without normal shadows, making it look flatter - however, you can still see the improved level of detail).

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/e2a3723bab12dc4d1ed2823b176de69f50ce4cb5.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/e2a3723bab12dc4d1ed2823b176de69f50ce4cb5.pn)g


Update of the Moon Planet Shader

The shader that has been used to render the moon during orbital maneuvering has been updated. The update will render normals and diffuse shadows better, and has support for detail mapping. The two images below compares the shaders. Top image is the old shader with the old dataset, while the bottom image is the new shader with the new dataset.
 
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/e322cd2e740c2ced698850d79ec0f2a6ef87e94f.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/91d0959f92f46f65cc528ffd963b748e4832f2a0.png)

Another comparisson:
 
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/6249b2ba2adb66a8ddb59f440716e1d5d79851cf.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/358a571a4bb05761ef82f518fcdddfe09892ea51.png)


Mission Pad: Lunar Map

The lunar map is an important tool used during Lunar Navigation and orbits. With permission from the Aeronautical Chart Information Center, United States Air Force and Lunar and Planetary Institute, the entire texture set used to render the map in the Mission Pad has changed. In addition, I have added the ability to zoom and pan the maps in the Mission Pad.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/ee82d496f37a6450bf871f3f88a0741c2985456a.png)

You can now use the map to identify what craters you are seeing through the windows of the CSM/LM and better be able to learn the surface of the Moon.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/ec6f5f22f8d23b4e9c43d87a03c820c4431d6b18.png)


Mission Pad: Earth Map

I have added a similar feature set to the map of Earth. The Earth Map now supports zooming and panning, and an improved texture.
 
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/7ff80dd2dffba8c692f648d37b8df3bf304bd67d.png)

Reference trajectories are visible on the map to compare your trajectory, and radio stations has been added to Apollo (like in Mercury and Gemini).

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/221094f952ca93cff9d8d9d9bc24e0818813b0be.png)


Lunar Module Flight Manual updates

The Lunar Module flight manual has also received its first update in a long time. Sections has been rewritten and new content has been added.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/997b7a266cadde2e4ef7745895f7644e350953fd.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/997b7a266cadde2e4ef7745895f7644e350953fd.png)


A summary of the update can be seen in this video:
 
https://youtu.be/aUJYIOQtJ5c


List of updates
•   Apollo: Doubled the Moon Textures and Heightmap
•   Apollo: Rewrote the Moon shader and tessellation to better support PBR and normal mapping
•   Apollo: Improved the Lunar Map
•   Apollo: Improved the Earth Map
•   Apollo: Major updates to the Lunar Module manual
•   Apollo: Lunar Descent Guidance updates
•   Apollo: Lunar Ascent Guidance updates
•   Apollo: Lunar Ascent Engine fixes and visual changes
•   Apollo: Orbit View Updates
•   Apollo: CM/CSM switch checks in the Caution & Warning System
•   VR (all programs): Debrief Menus input support (like the in-game menu)
•   Typos in Missions and Dictionaries
•   Apollo: Corrected the issue preventing ascent stage to enter the TSS. It would flicker/dance/teleport around the CSM after final undock and prevent large timescales.
•   Apollo: Initial Save State support for Lunar Ascent staged state (saving after CSM/LM docking post-ascent)
•   Delete/Reset Storage button should now work (TM)
•   Fixed the Player Character from being invisible with only headsets visible


Thanks to you all who have contributed and provided feedback to improve this game!

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 15, 2023, 07:50:55 PM
Update 0.991 is out! - Gemini OBC updates, lot's of fixes
Sat, 14 January 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/c3bf668bf5b5032ff96fab6491982d7bfc5b6455.png)

The 0.991 update is all about fixing issues and improving existing systems. It comes packed with multiple fixes and aims to improve the overall experience while playing Reentry - An Orbital Simulator. The major changes are bug fixes across all programs, the introduction of UI scaling, and some great improvement to the Gemini Onboard Computer.

Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.

Gemini Computer updates
The Gemini Onboard Computer (OBC) has received some major changes and will break some of the procedures you are used to. The Gemini Computer and Gemini Burns lessons has been updated to reflect the changes.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/c11c2a948b8a0961833a3c42f99a3ab32da19ac5.png)

In short, the COMP light is used as a cue to when you should execute the burn. After the planned burn parameters has been inserted into the computer and the catch-up program enters its closed-loop functionality (basically everything is set up for the burn), the COMP light will extinguish 2 minutes before the burn, and illuminate again when you should execute the burn. This can be used together with/replace the use of the Event Timer for Gemini Burns.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/b508e0714eed81091bf64ae758bad0afe195ce0d.png)

The MDIU (Gemini Display) has also become more realistic by spending time (up to 3,5 seconds) to display data, and plays a sound effect as the dials rolls to the target value.

The Memory Core map checklist has been updated, as well as the checklists for burns (circularize and rendezvous). Most importantly, you will need to use Core 84 as the time to ignition if you need this, but its recommended to use GET from Ground, or the time from the PAD to know this.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/2c6c0491bf2ca501b09d47b338497e8b9564fd63.png)

You will need to press CLEAR before any new input string to the OBC (should already be a habit), and new logic will reset the display (all digits return to zero) if you enter a string incorrectly (exactly 2 digits for READ OUT and 7 digits for ENTER). Computer lesson will walk you through this as well.

I have also started to convert a lot of the internal data and messages shown on the OBC from metric to imperial (nmi alt etc).

UI Scaling
This is the first iteration of a UI scaling solution and provides you the capability to change the size of the UI. Currently it can be changed from the Main Menu -> Settings, and lets you scale it between 0.5x to 2x. The scaling will affect most of the in-game elements, and once I see if the system is working, I will apply this to the rest as well.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/e0937f9ff4d922522f696952ac49c60adb23b2ab.png)


Apollo ECS timescale stability
I have improved the stability of the Command Module ECS, the Lunar Module ECS and the CSM Fuel Cells during time scaling. This should trigger less master alarms and false warning lights while time scaling. It requires more work but its a good start.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/dd57f500cb7ee3ecfd08b8400e08f52b1c9e3e3f.png)

Gemini OAMS and jet thruster updates
I have been fixing the Gemini OAMS and jets when it comes to logic and fuel consumption.

Mercury attitude during entry
I have applied a similar logic to Mercury as both Gemini and Apollo has, where the Mercury capsule should follow its aerodynamic attitude during atmospheric flight.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/3f0f24326b8bc49530ad8fe8ff04968793282449.png)


Critical fixes
The full list of changes can be seen in the bottom of this post but I wanted to highlight some of the more critical bug fixes this update will address.

1. Stuttering
The dynamic skybox caused stuttering at frequent intervals during pad operations. This has been addressed and fixed.

2. S-IVB rotating when extracting the LM
The Apollo Saturn S-IVB stage rotates independently from the CSM as the CSM is docked with the Lunar Module, while the Lunar Module is attached to the S-IVB. This looks strange but also prevents you to extract the Lunar Module.

3. More comms during Mercury pad operations
After watching the streams from Raiz Space as he was playing Mercury, I wanted to improve the comms and feedback while performing ground operations. I have added more messages and feedback as you switch to internal power and perform abort tests.

4. Checklist Guidance System fixes
I have fixed bugs and issues on the Checklist Guidance System. Specifically one bug worth mentioning was that when you press RUN on a checklist, the first switch would not be visible and you would need to either clear the checklist or find it yourself. This has been fixed, finally. Also fixed so that the highlighter would stop showing a spring switch as an "error" because it springs back from for example UP to MIDDLE.

5. Fixed the coloring of the Lunar Module Guidance Computer display warning lights and made the CO2 gauge functional again. Also improved the Lunar Module light test logic.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/70c8e83eba5ea6dfc8b628aa48c7462ac3699727.png)

6. Updates to the Gemini lock on radar and ranging, and made the suit/cabin temperature selectors between the seats functional.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/c6eaa3361d906f4c99cbe6b7f84ba871fec6543a.png)

7. Corrected so that the 0.05G light in Mercury is green, and not red.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/6681af192ccf55d22ced0c7797330ba4badfd3a8.png)


THANK YOU!!
I'm very happy with what the game has evolved to become, and it's already way beyond what I ever imagined the title would become when I first started out back in 2015. This is all thanks to the invaluable feedback and active participation of you, our dedicated player base and community. With over 2,500 members on the Official Reentry Discord server and 1,500 subscribers on YouTube, I'm grateful to have each and every one of you alongside me in shaping this game. Thank you!

What you now see in the 0.9 patches will be close to what you can expect for Reentry - An Orbital Simulator 1.0. I have a solid fundament of all the core systems needed for the Mercury, Gemini and Apollo missions and the tech to support a lunar mission with a landing on the Moon, including lessons and campaigns to well cover all of the crafts. However, this is a dynamic product, meaning that 1.0 is just the beginning of the journey towards 2.0. After the 1.0 milestone and the removal of the Early Access flag, the focus will remain on improving what the game currently is, while also introducing completely new features and space crafts to the game. If you are curious about the Early Access foundation for the game, I recommend you to read the Early Access interview accessible from the games page on Steam.

So again, thanks to everyone who have been reporting issues, providing feedback and testing the game, and a special shoutout to the community and the Test Pilots!


Apollo 9 in real-time in the "Project Apollo - NASSP" add-on for Orbiter
XPBoeing is currently performing the full Apollo 9 mission in NASSP for Orbiter live on YouTube. If you are interested in learning more about the Apollo Command Module and the Lunar Module, this guy plays the entire Apollo 9 mission in real-time (yes, many days) following the sleep schedule and the real flight plan astronauts and mission control used during Apollo 9 over 50 years ago. There is a lot to learn here for those who want to dive into Apollo.
You can see the videos here:

https://youtu.be/SyCY5XVvABE


0.991 release notes

Made so that the Gemini COMP light gives you a cue to when you should burn. It will now extinguish 2 minutes before a planned burn, and illuminate when the burn should start.
Remade the MDIU logic. Digits will now spin in sequence and make some noise as irl.
Changes to the OBC:
--> Clear needs the be pressed before inserting a new string of data (2 digits for READ OUT, 7 for ENTER)
--> The INPUT will CLEAR if you try to enter an illegal input string (it is required to input 2 digits for READ OUT and 7 for ENTER, no less, even if the next digits would complete your input string.
Fixed the issue that made the S-IVB rotate even when docked with the LM as it's still attached to the LV
Fixed the Apollo CM pre-flight states (basically the panel state used in for example the T-25 min state)
Mercury: Added more comms/messages when executing pre-flight tasks like abort capability test
Fixed some bad stuttering in the Apollo CSM during pad operations
Updated the Gemini MEMORY CORE checklist
Converted some of the internal values in the Gemini OBC from metric to imperial
Corrected bug that occasionally prevents the Checklist Guidance System to highlight first switch when running a checklist
Updated the Gemini Burn tutorial to mention the new use of the COMP light before a burn
Updated the Gemini OBC tutorial to reflect the new OBC MDIU changes
Updated the coloring of the Lunar Module LGC warning lights
Initial stabilization of the CSM ECS during timescale
Initial stabilization of the LM ECS during timescale
Fixed the CO2 gauge in the Lunar Module
Updates to the Gemini Radar and its Lock-On light
Fixed so the material on the light bulbs in Gemini works again
Minor updates to the Gemini ECS system
Added the Gemini Suit/Cabin temp selector (between the seats, center)
Updates to the Lunar Module academy lesson 1 - ingress and lesson 2 - activation to correct the initial panel state and lesson logic
Fixed so a mission command that requests a switch (highlighter shows) will be removed when the switch is correctly set
Fixed so that the highlighter would stop showing a spring switch as an "error" because it springs back from for example UP to MIDDLE.
Updated the logic behind the CM and LM light-tests and caut lights in the Lunar Module
Updates to the CSM and LM ECS systems
Fixed more typos here and there
Fixed the red/amber 0.05 g light in Mercury, it should be green
Generic Canvas Scaling setting
Gemini OBC core updates. Procedures should be changed and the core memory map should be updated, along with missions and lessons.
IMU STBY/OPER timer issues corrected
Lot's of LM lesson 5 and 6 updates
COAST -> COAS texture change in the CM LEB
Apollo LES thrusting updates
Checklist Editor step rendering info updates
Added a Description field to the checklist that will make it easier to read the file manually (json)
Overhaul of the OAMS fuel system
Overhaul of the OAMS jet system
Updates to the Gemini OBC Cores
Gemini Star Rendering updates
Reversed the CSM FWD HATCH PRESS EQUAL vlv
Lunar Map ap/pe flag labels set to apolune and perilune
Mercury dynamic entry attitude updates
Doubled the resolution of panel 225, 226 and 229 in the CSM

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 22, 2023, 11:36:47 PM
Reentry has been patched to 0.992
Sun, 22 January 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/fe72712a720e0de7c3f11dccf1d5ab2016d4ffc6.png)

Reentry has been patched to 0.992 and contains the following changes:

    Gemini radar lock-on light does not extinguish after radar is turned off
    LM ascent stage cutoff immediately after ignition during lunar ascent in some save states
    UMA rebuild (rendered only headsets in character editor)
    Removed deltaRoll from logs
    Gemini SII lights amber during SII burn (race condition)
    Mercury ECS temperature fixes
    Mercury Temp Check updates
    Gemini Rate Command thruster fix
    Fixed loading data screens for MCC and MOCR
    Added missing Para and Para Jett buttons to Gemini Checklist Dictionary
    Gemini TTR (Time to Retro) OBC variable fixes
    Dynamic Skybox refresh fixes
    Mercury LES abort propulsion visibility in Virtual Cockpit fixes
    Mercury LES jettison burn timing
    A lot of typos corrected

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 01, 2023, 11:35:06 PM
Update 0.994 is out! - Unity Engine update, Alpha-Feature opt-in, bug fixes
Wed, February 1, 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/878f446ec23247f5246e8062f1994dae2675d13a.png)

The main part of the 0.994 patch is a major upgrade of the rendering engine. Finally, after a couple of years in Unity 2019, the engine has been upgraded to the latest Unity Long Term Support version (2021.3). This affects most aspects of the game so you might notice some improvements to graphics, antialiasing, and performance. Due to the size of the project, please expect some upgrade-artifacts that is yet to be detected.

Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.


Unity 2019 -> Unity 2021.3 Upgrade

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/092554b24eadb88578de947f98086b97e2d32543.png)

The rendering engine Reentry runs on has been stuck in version 2019 due to being required to use some features that was deprecated in Unity 2020. The major blocking feature was the research I was doing related to the preliminary VR implementation. This implementation has now been deprecated and move to a dedicated branch named VR.

Along with this I have been working a lot on performance optimization and rendering to improve the visual quality of the sim. You will most likely not notice much here but iterations on this is always a step in the right direction.

With this update, Reentry runs on a modern engine at the latest stable version. This can also fix bugs related to unity engine crashes, but also at the same time introduce new. I wanted to do this update asap, so we can get your experience reports on it before the 1.0 milestone.


Launch, Ascent and the Atmosphere
The launch areas has had some offsets and been moving around a bit during EA. I have now fixed these and positioned things correctly, as well as increased the resolution and quality of the area around launch. This is visible during ascent. I have also made some tweaks to the rendering of the atmosphere.


Quickstart changes
One of the most important parts of the game for new players is the quickstart. This has been modified and updated to only contain two missions, where the focus is camera control, interaction, checklists, maneuvering and mission execution, just to get you started.


Roadmap

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/0126869fa0f30637ac99b1daec802bb5d990de73.png)

A first version of an in-game roadmap has been added. It does not yet contain anything post 1.0 (this will be announced soon), but will be a central location where you can read up on the main features of the game and their goals/purpose.


Fixed the LM LGC sequential button press bug
When running a checklist in the Lunar Module, and the checklist contains multiple presses on buttons such as the LGC buttons, they would automatically proceed as you had been pressing the button in a previous step. This annoying bug as finally been fixed.


Camera snap points
Using the Function keys or the View Selector to move the camera will now also snap the cameras orientation to a predefined orientation that makes more sense with the view. This will make you see the COAS directly when pressing the LM Overhead camera, or seeing the Optics in the CSM when selecting the LEB view, or seeing the ECS in the LM even if its behind you, or seeing the Computers when you select a computer view, etc.


Virtual Reality

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/36394cb0d3a8313ae9dcf9f9a2eb8b6752d6e06b.png)

The current preliminary VR implementation has been scrapped and moved to a dedicated branch to allow for the engine to be updated from 2019 to 2021.3. This was required to start implementing the new VR implementation as it was with Unity 2020 that the methods used for VR was changed. This has been planned and the new VR implementation will be leveraging what I learned from the preliminary implementation.

If you still want to use the old VR version, you can find it on the Steam Betas Tab, on the branch named Virtual Reality.


Alpha Features

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/958c8723af9183109a7d7b80cb408c978716633f.png)

Alpha Features not part of the core game targeted for the 1.0 milestone has been marked as alpha features. You can opt-in or opt-out from any of these incomplete features from Alpha Features section found in the bottom of the MAIN MENU -> SETTING page. Simply enable the features by using the check box and restart the game to install the bits.

If you are using the Alpha-Floor branch and it contains alpha-bits, these features will always be enabled.

Alpha features are features like:
- Mercury Control Center
- Apollo Mission Control
- Challenges
- Virtual Reality
- etc.

Thank you for playing Reentry, and to everyone who has been reporting issues and provided suggestions! A special thanks to all the Test Pilots who have been part of testing these bits.


Change log:
- Major change: Updated the rendering engine from Unity 2019 to latest 2021.3 LTS
- Major change: Updated internally used libraries to support latest version of reentry
- Major change: Old VR implementation moved to a dedicated VR-branch.
- Performance optimizations in all programs, and rendering stability
- Some minor changes to the Earth atmosphere
- Overhaul of the Quickstart campaing
- Added a road map, will soon be populated with post 1.0 features
- Alpha Feature opt-in
- Moved the Mercury ascent data down
- A lot of updates to missions, language, dictionary and campaigns
- Fixed the Checklist Run feature related to Lunar Module button presses
- Made so the camera snaps to an orientation when using the function keys/view selector
- P12 LM ascent guidance updates

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on February 11, 2023, 12:12:31 AM
Update 0.995 is out! - Alignments, CM entry guidance, tuning & bug fixes
Fri, 10 February 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/d3aee3b9a5582f303246b68a0268b3f281cdf109.png)
 
The 0.995 patch mostly contains bug fixes (2 blocking) and minor improvements. The biggest changes are some core fixes to the IMUs in Gemini and the Command Module, and ascent guidance for both the Titan-II and the Saturn V.
Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.


Initial CM Entry Guidance

This update rolls out the first (originally planned for post 1.0) entry guidance logic designed to make you survive entry in AUTO mode (PGNCS controlled). I decided to roll this out before 1.0 to start testing and gathering data (will it actually make you survive). I still recommend the manual entry mode but if you want to try this, set the CMC to AUTO and keep a steady hand at the manual takeover. :)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/7a49d817496abde357d90c53652038ee6ba03b0e.png)


Cockpit Layering Alignments

Some major changes has been done to the cockpit layering alignments. This will improve the relative movement of the camera inside the cockpit and it's view out through the windows. This will let you better see the angle and differences of docking targets from both the commanders and pilots side for example.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/e9bfe3f6227c3fe58715f06acfbb17f5589fe8f6.png)


Blocking fix: Ascent Guidance

There has been some recent reports of broken ascents in Gemini and Apollo due to the alignment updates in 0.994. This update should fix this.
 
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/f15d416aa85eb19e3a6ee543b83473d79fcd7486.png)


Mission Messages

I have changed so the messages you get when making radio requests, planning burns and requesting pads gets injected after the current message (so it won't render above current message) and some changes to TTS related to this. They are also colored differently so its easier to see that something has been injected into the queue.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/55bec64cdb4a0ca561b6d971937bdcf23d0e98b9.png)


Lunar Contact light

Decided to make the blue lunar contact light in the Lunar Module nicer. :)
 
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/65591e964206f1efefb4e2e4212957bfb28fce25.png)

Thanks to everyone who has been providing feedback, reporting issues and a special thanks to all the Test Pilots!


Change log:

•   IMU pad alignment corrections for CMC/SLV
•   IMU pad alignment corrections for Gemini/Titan
•   Gemini Titan and Apollo SLV ascent guidance
•   Blue LM Landing light fixes
•   Gemini cockpit view alignments
•   Command module cockpit view alignments
•   Lunar Module docking view alignments
•   Made so request and prioritized messages will be added 2nd in line, below current message
•   Made so the request and prioritized message boxes are colored differently
•   Added first version (designed to survive) entry using the AGC / PG&NCS
•   Dynamic Skybox Updates
•   Update Notes spacing
•   RCS Jets label updates to Apollo Switch Dictionary
•   Minor cl changes regarding entry pad request for earth entry.
•   Typos

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on March 01, 2023, 12:06:53 AM
Update 0.996 is out! - Gemini ascent, restart mission, fixes
Tue, 28 February 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/7c1ead7e8082c31eeb9f4fd57aba45768a3203e7.png)

I'm happy to share that the 0.996 patch has been released! This sure took a good while due to the complexity of the issues I was trying to solve. But first of all, thanks to everyone who has been helping me with this build.

As with any 0.9 patch, the main goal is to improve the game and correct issues. In this patch you will find the option to disable the quindar tone (the beep when you receive a message), the ability to restart a mission and general improvements to the game.
Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.


Option to disable the quindar tone
The quindar tone was a tone used for recording purposes and is a tone you hear in-game when receiving a radio message (along with some random generated static). This tone can be heard in any real recording of a radio transmission during the Apollo program. However, this is mostly "cosmetic" as the astronauts did not hear this.

This update will let you disable this if you wish. You can do this from audio settings accessible from the Main Menu.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/5d4d1d170d8ac0e5b06a47621ceafd33c81eaf84.png)


Restart missions
After a lot of feedback and requests, I have finally managed to spend some dev cycles on creating a restart mission button. This button is accessible from the Mission Debrief screen. Pressing this will restart and reload the current mission so you can try it again (in case you failed, want to improve etc.). This is added to all modules (Mercury, Gemini, Apollo).

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/57c48544cbd08eef5cbc002d3f826e385884a450.png)


Lunar Contact light
I have fixed the logic behind the Lunar Contact light to extinguish after DPS shutdown. This light should no longer illuminate during the lunar stay, ascent and return journey.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/65591e964206f1efefb4e2e4212957bfb28fce25.png)


Gemini roll program
The majority of the dev cycles has been going into figuring out why the Gemini roll program fails, leading to a catastrophic ascent for some of you.
I was able to reproduce this issue 100% of the times (given the launch conditions reported by you where this usually happens). I wrote a fix and have ran tests on it and I am no longer able to reproduce this. However, due to the complexity if this issue, it might still be there so please let me know if you still experience this.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/b73a41d7be62b0e29692012bf35736d9fa8cebc0.png)


TEI Tool
I have had multiple reports of the TEI tool not working. After looking at data and logs, it seems the main issue is that the tool is opened too soon, before the entire state is properly loaded and the world is aligned. When loading a mission, take a look at the map data to see that you are in the correct orbit before trying to open the TEI tool.

I have changed some logic in the TEI tool and have added a warning message if it detects that the state is not in a good shape yet.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/5bd5668ebc188b2635c72a5f10f07003a67ce0ad.png)


Command Module RCS
Multiple fixes to the internal logic of the Command Module RCS systems, both SM and CM.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/7aa5880a9e402d7f79b1657e30436dc9ea442e1e.png)


Mercury AC volts gauge
I fixed an issue in the logic behind the Mercury AC volts needle logic that visually communicated the wrong value of the AC systems. This should now be corrected.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//33371327/44f29545f9821429df336b28394ed8bd534d40b4.png)


Thanks again to all the Test Pilots, moderators and community members who help me by providing feedback, testing and reporting issues!


Patch notes:
Continued to iterate on the major rendering engine update introduced a few patches back
Option to disable the quindar tone
Restart missions (End Session -> Restart Mission)
Gemini roll program fixes
Gemini Campaign mission 1 logic changes during initial ascent
TEI tool warning when not yet in a good state
Added a state loading check to TEI
Fixes to the Mercury AC volts gauge
Lunar Contact light should turn OFF after DPS Shutdown.
Minor changes to the logic behind RCS Logic cbs
Minor changes to the logic behind SCS Controller cbs
Typos

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on April 15, 2023, 10:57:14 PM
Update 0.998 is out! - Critical fixes and a word about VR
Sat, 15 April 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/fe729d7ebf28c2537e833925792ffbd2cdd3d6c3.png)

The 0.998 update is mainly about fixing issues and continuing to iterate the game towards its first major milestone, the 1.0 update. It will mainly fix some blocking issues and critical issues reported lately.

Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.

A word about VR
A few patches ago the old Virtual Reality (VR) implementation was moved to a dedicated branch as Unity deprecated the VR API that my old VR implementation was based on (preventing me to update the game to the latest and most modern version of Unity). While VR as a main focus is still a post 1.0 feature, I wanted to take this opportunity to speak more about its future in Reentry.

The plan for VR is to start testing the basics of a new VR rendering framework, and iterate on it as I get feedback from the community. I want to first of all test the core logic such as device recognition, rendering and basic interactions. I will do this in the Mercury program, and use this as the playground to learn as much as possible about device detection and basic rendering using the new API.

I'm happy to share that this approach starts today with this update. The beginning of the new VR-implementation has now become an alpha-feature that you can toggle on from Main Menu -> Settings -> Alpha Features.

The primary goal of this first iteration is to get feedback of device support, and I wish to limit it to this. For those who wish to join me in this development journey with regards to suggestions and feedback are welcome to join the official #vr-development channel found under the Alpha section on our Discord server,

With this first implementation you will be able to start a mission in the Mercury Program. I have implemented a very simple interaction model for now where you can use the controllers to control a laser pointer (on the right controller) that should be able to interact with all switches onboard. Using the A and B button, you can move switches and selectors to configure the panels.

For those familiar with VR development, the current implementation will try to initially only use the new OpenXR API built into Unity, with the VR Interaction Framework as its core.

Once I start to get feedback on device support, I will iterate on this implementation to add support for the mission pad so you can interact with to execute checklists and so on, and then move into a more sophisticated interaction model where you can use the controllers directly on switches instead of using a laser pointer. When this is done, you will have basic VR support that will let you complete any mission in Project Mercury!

If you wish to test this, enable VR from the alpha feature to toggle the VR section in Settings. From here, you can enable VR. The moon landscape will then render in the VR headset. The Main Menu will render on your monitor and you will need to configure settings and select missions from here. Once you start a mission, the game will start to render Mercury in the HMD.

I want to take this opportunity to thank you all for the suggestions and feedback during the old technical preview phase of VR, I learned a lot from this, and I'm very excited to start this new phase of VR support in Reentry.

A big shoutout to all the Test Pilots, the Community and those who help new players there, and for helping me shape this game into what it is today.

(https://cdn.akamai.steamstatic.com/steam/apps/882140/ss_6dea7276e41b7c6b07ec6fbcd15e2bf1fa187b0d.jpg)

0.998 release notes:
Blocking issues fixed: Unable to launch the Gemini Campaign Mission 1
Fixes to blocking MOCR session logic bugs
Many fixes to the new Career path/tech tree feature
Updates to save states
Multiple fixes on mission scripts and typos
Multiple fixes on checklists and the checklist guidance system
Starting the new Mercury VR implementation
Fixed: Gemini Lock On light can occasionally get stuck in the lock on state.
Fixed: Gemini Encoder stopped working when docked
Corrected UI scaling issues related to the Mercury Failure Toggle window
Corrected km to nmi conversion in TEI academy lesson
Mercury and Gemini ascent guidance updates
Fixed: In the Apollo academy mission #10 Transposition and Docking, RCS thrusters A1, C1, and A2 are turned off at the beginning of the mission and there is no prompt to turn them on. They are needed to complete the docking.

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on May 05, 2023, 12:16:12 AM
Update 0.999 is out! - Fixes, Game Manual, VR Phase 2
Wed, 3 May 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/057205b5d879cb12c7fe97d2d82d27d107c3875c.png)

The 0.999 update is one of the last updates before the 1.0 milestone, and contains some bug fixes and a big update to the game manual.

Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.


Reentry Game Manual
The Reentry Game Manual has been updated and is accessible from the Main Menu -> Academy, or from the web site. This is the first iteration and it will be updated with fixes and new content along with game updates.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/740d3aa1683700cb2fbed41498efd2b482244232.png)


Virtual Reality - Pre-Testing 2
First of all I want to thank you for giving the new VR direction a test, even with its limited support for interactions. As mentioned before, the first iteration of VR (Pre-Testing 1) was all about device detection and HMD rendering. Testing so far has been positive and I'm happy to share that the next phase of VR has rolled out with this update - containing most of the basic systems to complete a Mercury mission (You will still need to press C to toggle the function bubbles and use keyboard to maneuver the ship etc).


Pre-Testing 2 will continue to test what Pre-Testing 1 (PT-1) had as its goal, but also adds support for interacting with a Mission Pad, reading/running checklists, controller bindings and mission commands. Keep in mind that this is still at a very basic level (as with the entire Pre-Testing phase) for Mercury only. This is because I want to limit the scope of testing to the most important matters.

The first main thing is binding support. The new VR implementation is based on the new Unity Input Actions system. So far I have added 4 bindable actions as a test to the Virtual Reality section of Main Menu -> Settings.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/ef5afaac52883c02a09c3e71b9000c57dd5cf930.png)

When rebinding, make sure you firmly execute the rebind as some controllers will also react on the "touched" event for some buttons. I have yet to filter this out for the various controllers out there, so if the binder triggers on the "touched" event, try to redo the binding until you get the button you want.

If anyone knows how to avoid this, please reach out to me on the #vr-development channel on Discord.

Note: You can also bind these events to the keyboard and other devices as well.

A dedicated mission pad for VR has been added and functions similarly to the old implementation. It can be toggled by using the left hands secondary button (can be rebound to for example the thumbstick button as in the screenshot above). You interact with it using the right hand laser pointer + trigger (same as interacting with the function bubbles). It will follow your left hand. You can run checklists from this pad, but some features are yet to be added such as the map.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/e19d40b7d48886489fa0a59dd974a254c8fd60ce.png)

Mission Commands will show as a wrist UI where you can use the RadioCommandProceed action to press "roger", or the laser pointer.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//33371327/f471dba9e8f857b074f6baec0d248aa2e883ca70.png)

The next steps will be to also add a bindable key for toggling the function bubbles and tools to perform timescaling etc using the Mission Pad. This will be added as a minor patch very soon.


Fixes:
Multiple fixes to the Career path nodes
Corrected issues related to the FLIGHT and CAPCOM level-ups in Apollo MOCR
Apollo CM comm button overlap
Added OMNI D to the OMNI antenna sw
UP TLM CMD switch RSET position set to momentary
Removed middle pos for LM VHF receivers
TEI and TLI tool corrections
Profile->Capsule name line 1 and 2 fixes
Mercury RCS strength corrections
Mercury RCS logic corrections


Thanks to the Test Pilots, the community and to you for playing Reentry!

I will very soon start to talk about the next steps of Reentry - An Orbital Simulator, as we are crossing the 1.0 milestone - marking the beginning of a long journey towards 2.0.

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on June 05, 2023, 07:47:36 PM
Reentry has been patched to 0.9995.EA
Mon, 5 June 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/882140/ss_9223ca67d9a13eedf0b1f3e3ba827415aa86eb3a.jpg)

Reentry has been patched to version 0.9995.EA. The Unity rendering engine has been updated to version 2021.3.24, and multiple issues has been fixed.


Patch notes:

Unity Game Engine upgrade (2021.3.16 -> 2021.3.24)
Big updates to the TEI tool
ARM/SAFE logic fixes to Gemini retro jettison squibs
Time scaling in VR
Radio comms toggle in VR
Logic corrections when trying to call lunar rendezvous and ascent tools in LEO
Mission Completion logic corrections when the mission scripts completes the mission without a splashdown
Text-to-speech logic updates
Updates some procedures in the Gemini Pre-Launch Academy lesson
Fixes to issues related to interacting with the Mercury "Jukebox"
Fixed: if Gemini loses all power and power is then turned back on, the cabin lights stay dark until the switch is flicked again
Log file updates

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on June 15, 2023, 12:48:49 AM
The Journey Towards 2.0
14 Jue 2023

(https://clan.akamai.steamstatic.com/images/33371327/db731a01d0d1f3a86b7401d20695ee131e221a28.png)

On June 18th I will have a presentation where I will talk about the future of Reentry - An Orbital Simulator. I will talk about the current state of the game and what to expect for version 1.0, and announce some new features coming to the game as part of the journey to version 2.0.

https://youtu.be/JCKb2r_E1PQ

Upcoming Event Starts Sun, 18 June 2023
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on August 17, 2023, 12:40:35 AM
Update 0.9999 is out! - Unity Engine Update (major), Versioning, Bug Fixes
Wed, 16 August 2023

(https://clan.cloudflare.steamstatic.com/images//33371327/e1cb6d0ceb9a4cc50919ef7e3537fa25437e607f.png)

I just released a new patch where I have updated the Unity rendering engine version from the previous 2021 LTS (Long Term Support) version to the latest released 2022 LTS that was recently released. This update also includes patch 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). The previous version can be found under the Reentry Version 0.99.RC10 branch.


Versioning

The current version of the game (0.9999.EA - zero point niner niner niner niner point echo alpha) has mostly been a joke with the community. However, I'm happy to announce that this is the final version of the game that will be using this versioning system. The next patch will roll out a new system that will follow a MAJOR.MINOR.PATCH.REL pattern, for example 0.99.1234.EA


Major Rendering Engine Update: 2021.3 to 2022.3

(https://clan.cloudflare.steamstatic.com/images//33371327/073c6fc64a24588926ca4cf34593e09f5bc2bbd4.png)

This is a major update as the main version of the Unity rendering engine used in the game is updated. Testing has been good so far but due to the big change, undetected issues might arise. I have spend a lot of time testing the sim, and it has been public on the alpha floor branch for the last two weeks. However, this is a massive project so please let me know if you experience something strange that used to work but no longer does.

Blocking fixes:

Some of you have reported issues with the game not launching. The update to the latest LTS version of Unity might fix this for some, but I made some good progress on finding the source based on a couple of the logs I have received. This has been related to corrupt or blank game storage files. I wrote a fix and hopefully it will fix the launch issues that some of you are experiencing.

This patch also fixes an issue where players are unable to complete the CSM Optics Academy lesson due to a problematic switch after the change of the Optics panels in the Lower Equipment Bay (LEB). This has been fixed.


Patch Notes

    Major unity rendering engine update: 2021.3 to 2022.3
    MOCR: SPS burn planner shows plan with nmi alt
    Reentry crashing on start (CTD when launching from Steam) fixes
    Apollo CMC Optics lesson fixes
    Apollo CMC Optics panel updates
    Gemini 220 rigid cmd fixes
    Gemini undocking improvements

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on October 01, 2023, 12:39:14 PM
Versioning update: 0.99.1.EA
Tue, 26 September 2023

(https://clan.cloudflare.steamstatic.com/images//33371327/5ca7b797650e76b7af54f6c8c98b5f9ab2803901.png)

This patch will update the versioning system of the game.

The new versioning system will move away from the sequential numbering system to something that follows this pattern:
[MAJOR].[MINOR].[PATCH].[BUILD]

The current build will be:
0.99.1.EA

This means that the games major version is still 0, the minor version is 99 and the patch version is 001. The build is EA, while future alpha builds will use alpha.

The game has been in a code-freeze since the last patch that contained a major engine update. As this was a significant change that required me to rewire a lot of the logic and make changes to support the latest LTS version of Unity, I wanted to leave the version live to ensure it worked well and gather your feedback/experience reports.

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on October 02, 2023, 12:02:18 AM
Update 0.99.2 is out! - Typos, mission patches and Mercury VR joystick
Sat, 30 September 2023

(https://clan.cloudflare.steamstatic.com/images//33371327/8366fde0b54e3c280015c793ca771f994cf14312.png)

Reentry has been patched to 0.99.2, with the main focus on fixing the issues and content pull requests contributed by the community at the games GitHub.

Almost 100 issues and Pull Requests has been addressed and merged into the game and the games flight manuals. This means that multiple missions has been patched to correct bugs, typos, structure and logic.

I have exported the latest versions of the manuals, all available in-game (Academy, or SHIFT+M in cockpit) or on the games web page.

I have corrected issues related to the Mercury save state logic, and applied a patch that saves the notes you have made in the Mission Pad in all programs (Mercury, Gemini, Apollo).

This patch rolls out the new VR enabled attitude control stick in Mercury. To use it, move the controller on it, press the Grab button and hold it in, while you tilt the controller forward/back for pitch, left/right for yaw and twist it for roll. A later iteration will also take into account the hand movement to ease the work on the wrist, but this is a start.
In addition, I have started to implement grabbable objects. You can test this by moving your hand into the Audio Recorder (toggle using bubble buttons) and pressing+holding the grab button. Releasing the grab button will release the player as well.

    Fixed community reported typos in all flight manuals
    Fixed community reported typos in academy
    Fixed community reported typos in campaigns
    Fixed typos in Apollo CSM panels
    Fixed reported typos in player.log
    Updated all flight manuals in-game and on web page
    Mercury Load State logic fixes
    Mission Pad Notes stored in save states
    Mercury VR: Attitude Control Stick VR enabled
    Mercury VR: First grabbable object implemented (Audio Player)
Title: Re: Reentry - An Orbital Simulator
Post by: Asid on October 16, 2023, 12:55:42 AM
Dev Update: Project Apollo VR [WIP]
Sun, 15 October 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/882140/ss_36128bdcbde2a9587e6dd767ae745b8a121eb2d0.jpg)


Hi!
As you probably know, the old Virtual Reality implementation was depreciated and moved to a dedicated stale branch accessible from the Steam Betas tab ("Virtual Reality"). The first VR implementation was a learning project where I would take the learnings and create an improved implementation.

The new implementation is a post 1.0 feature, but development was started during various code freezes. The fundament of the Mercury and Gemini bits are available in the public release as an alpha-feature that can be toggled from the Main Menu.

I wanted to take this moment to share a low key direct recording as I interact with some of the new mechanics that will become available in a later patch.

https://youtu.be/IpsETt2CM7c


I hope you will like some of these new features, and I look forward to sharing the bits with you.

- Petri

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on October 17, 2023, 12:10:57 AM
Update 0.99.7 is out! - Project Apollo VR (PT-4), Gemini updates
Mon, 16 October 2023

(https://clan.cloudflare.steamstatic.com/images//33371327/119ae51182c60b072b0d3311495eca0e7a89eb1e.png)

This patch will roll out the first bits of the Apollo VR implementation. This will let you experience the Apollo Command Module and the Lunar Module in VR. It will also release some other fixes.

This video will show some of the new features:

https://youtu.be/IpsETt2CM7c


In this video I will show you how the new VR implementation for Apollo looks like in Reentry - An Orbital Simulator: https://store.steampowered.com/app/882140/Reentry__An_Orbital_Simulator/ The...

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). The previous version can be found under the Reentry Version 0.99.RC11 branch.


Apollo VR

The aim of PT-4 and the first iterations of Apollo VR is let you complete most of the missions and academy lessons, except for Lunar EVAs. I have been working hard on both rendering methods and mechanics to be able to render the Apollo Command Module and the Lunar Module in VR. This has been an extremely challenging task, but I'm very happy to be able to share the first bits with you. With the current bits I have been trying missions from the pad to a lunar landing, and created a simple implementation of the tools required to request burns, TLI, PDI, Lunar Ascent and TEI.

(https://clan.cloudflare.steamstatic.com/images//33371327/1059821efb32d2e1aaadb4561e78fda572333397.png)

Read on: https://steamcommunity.com/games/882140/announcements/detail/6043326076342127332

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on November 04, 2023, 12:05:58 AM
Reentry has been patched to 0.99.11
Fri, 3 November 2023

(https://clan.cloudflare.steamstatic.com/images//33371327/fe72712a720e0de7c3f11dccf1d5ab2016d4ffc6.png)

This minor patch will continue to improve the logic related to how the voltage of the CSM batteries are rendered. This will take into account the amps load on the battery as well as the depletion of the battery when you monitor them using the DC VOLTs gauge on MDC-3.

It will also fix the runnable steps of the Battery Charging procedure. In the video I made yesterday, I opened both of the Battery Relay Bus circuit breakers when I demonstrated the procedures. Do not open both of these as it will shut down the entire Battery Relay Bus - making it impossible to make critical changes to for example the FC radiators, inverters etc. - the battery relay bus powers these.

Thanks to Folgers, Amaryllis, CaptainSwag101 for helping me with the details!

(https://cdn.cloudflare.steamstatic.com/steam/apps/882140/ss_3221bd93d753d1540a1d602eee94da8d437abdb1.jpg)

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 01, 2023, 12:37:48 AM
Update 0.99.13 is out! - FC Purge, FDAI ball drives, GDC Align, bug fixes
Thu, 30 November 2023

(https://clan.cloudflare.steamstatic.com/images//33371327/bd10fcdaa1e5e7117f3851c71e0287b4ba4d997d.png)

The 0.99.13 will mainly focus on the Apollo Command Module. It will correct issues reported by the community and improve existing systems. It will also improve the fuel cell purge, attitude ball drives, GDC align and HGA antenna deployment.

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).


FDAI Attitude Ball improvements

I have improved the logic behind the attitude indicators (FDAI). Logic will now drive the attitude balls to the internal attitudes instead of snapping when for example performing a REFSMMAT, aligning the platform and during GDC Align.

This requires you to press and hold the GDC ALIGN button during pre-launch procedures and alignment procedures. I have updated the Academy and the checklists to include this.


Fuel Cell Purge logic

The Fuel Cell Purge logic has been improved to better reflect the real procedures - and will add up to the things you need to do during coasting. The Fuel Cell flow indicators will reflect the purge as O2/H2 flows through the system. I have also mapped the Caution and Warning System logic so that a Master Alarm will trigger due to the increased flow.

(https://clan.cloudflare.steamstatic.com/images//33371327/1bcbca22e2007f3597b8e32d4ba623d6161ae394.png)

Checklists related to these procedures has been updated.
(https://clan.cloudflare.steamstatic.com/images//33371327/751dcee55b51e56091b585a0ab7c9b53e3f4c6bc.png)


SM RCS Fuel Quantity Sensor

I have improved and fixed issues related to the SM RCS Fuel Quantity sensors used to show how much fuel you have in the various SM RCS fuel quads.

(https://clan.cloudflare.steamstatic.com/images//33371327/0f21e08fd2d219a100cd9e65beef5775f08f7c62.png)


Apollo Save State improvements

I have added some new data to the Apollo Save State. The SPS Helium quantity, SPS N2 quantity, O2 and H2 quantities, and Battery A,B,C and Pyro Bat A, B charges are now stored. I have also added the triggered Failures to the save state.

HGA deployment
The High Gain Antenna logic and model has been updated. The antenna will now spring out during SIVB/SLA separation. The rotation joints has been update so both pitch and yaw is mapped correctly with the model joints.

(https://clan.cloudflare.steamstatic.com/images//33371327/6d4d207ea10730ac3626d2a7e0296f3f4fb94dca.png)

Attitude Set Control Panel (phase 1)

I have started to work on the logic behind the Attitude Set Control Panel to better reflect real procedures. The switches related to the platform and GDC align has also been reimplemented. You should now be able to follow more realistic procedures when performing a GDC Align such as aligning the GDC with the IMU inertial platform.

The simplified logic still exists and is the recommended approach. If you set the ATT SET switch on MDC-1 to IMU and press in GDC ALIGN, the GDC platform will automatically be set to exactly match the IMU platform.

If you set the ATT SET switch to GDC, you will need to use the procedures to set the attitude using the ASCP, then press and hold the GDC ALIGN button while the new logic will drive the attitude towards the desired alignment attitude set on the ASCP.

(https://clan.cloudflare.steamstatic.com/images//33371327/c38f4f1fbf311448f47a05a2ea582056faee99d2.png)

N20 has also been update to map the angels better
(https://clan.cloudflare.steamstatic.com/images//33371327/11a8952cef1be81ab3de9215d084361f76e359dd.png)

Note: This logic still have some issues when the attitude is far or facing Euler challenges, so if you execute this procedure and the logic is unable to align and drive the platform correctly, use the simplified approach, or maneuver the command module closer to null the error needles in ATT SET->GDC mode.


Checklists related to these procedures has been updated.

SPS Pc gauge

I have fixed a bug that would freeze the SPS Pc gauge at 45. The gauge should now show the SPS thrust while performing an SPS burn.

Patch Notes:

    Updates to the FC1,2,3 purge logic
    Fixed the SPS Pc gauge to monitor SPS thrust
    Fixed the SM fuel qty sensor -> gauge on the MDC-2
    Corrected a typo in the SPS Deorbit (Earth Entry) checklist
    Apollo Save State improvements
    Attitude ball drives
    ASCP improvements
    HGA deployment
    HGA pitch/yaw control joint updates
    Backspace will null rates in Mercury and Gemini


Title: Re: Reentry - An Orbital Simulator
Post by: Asid on December 09, 2023, 12:56:32 AM
Reentry has been patched to 0.99.14
Fri, 8 December 2023

(https://clan.cloudflare.steamstatic.com/images//33371327/fe72712a720e0de7c3f11dccf1d5ab2016d4ffc6.png)

Reentry has been patched to 0.99.14. This patch is a minor update and will cover issues reported by the community.

You can see the patch notes below:

0.99.14 release notes:

    LM V48 - DAP setup corrections
    HGA rendering updates
    CM MA fix while pausing the game
    Mercury Satellite Clock Hours fix
    Mercury external pressure fixes
    Mercury Going Orbital splashdown condition check corrected
    Mercury campaign mission updates
    LM Water tank qty adjustments
    LM RR radar fixes
    Gemini RCS tuning
    Gemini translation changes
    QRH updates

Title: Re: Reentry - An Orbital Simulator
Post by: Asid on January 24, 2024, 12:31:34 AM
Update 0.99.16 is out! - Mercury updates and minor Apollo patches
Tue, 23 January 2024

(https://clan.akamai.steamstatic.com/images//33371327/b76e8a92617da6f99fad4fe0a907044c3f543030.png)

The 0.99.16 update has been released. The update mostly focuses on Project Mercury where I have been correcting and reimplementing issues around the Mercury Electrical Power System and Environmental Control System.

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).


Mercury Retro time

The Mercury radio command "Request Retro at next Ap" has been fixed. You can use the functional bubble button to request an update of the retro time. This will automatically configure the Time to Retro timer on the center panel.

(https://clan.akamai.steamstatic.com/images//33371327/8979e26f417d351e7100c7604483df5bd618a2d0.png)

Please note that you can always adjust the time to retro manually using the handle next to the Time to Retro timer.

(https://clan.akamai.steamstatic.com/images//33371327/6541b4387016a85f12ddc4651afecacff32bc337.png)


Mercury Electrical Power System

I have rewritten the Mercury fuse logic and rewired some of them to improve realism. Most of the fuses containing "Emer" has been rewired to their emer backup logic as part of the sequencer (such as manually triggering functions and logic by pulling the ring handles or trigger buttons).

(https://clan.akamai.steamstatic.com/images//33371327/85b2ff8aaeb33a50872cb7f7dac6ec85399c8836.png)

(https://clan.akamai.steamstatic.com/images//33371327/ca474bb467167e0fac77a69bedc894be6ea2a641.png)


Mercury Environmental Control System

I have updated the Environmental Control System of the Mercury capsule to improve water/H2O dynamics. I have also fixed the H2O accumulator to correct issues where the ECS has not been capable of maintaining temperature after some time in orbit. The cabin and suit temperature control logic has been improved as well.

(https://clan.akamai.steamstatic.com/images//33371327/4cf21123df5bd62c474167dac43c032ce34fa999.png)


Apollo checklist updates

I have updated multiple checklists in the Apollo CSM mission pad with reported issues related to ground crew ingress and P40. In addition, the Apollo checklist dictionary has been updated.

(https://clan.akamai.steamstatic.com/images//33371327/77108eb2601210f32fa7550de8b8af5d489f293e.png)


0.99.16 release notes:

    Mercury EPS logic rewire
    Mercury ECS fixes
    Mercury H2O accumulator changes
    Mercury cabin and suit temperature control fixes
    Fixed the Mercury radio command "Request Retro at next Ap"
    Mercury: Corrected the global to inertial attitude platform disturbance after transitioning to landing
    Updates to Mercury ascent checklists (minor) for both Redstone and Atlas
    Apollo TVC: Added limits (this is still in its first dev phase)
    Apollo P40: Corrected checklist with regards to AC on RHC(2)
    Apollo Ground Ingress checklist for section P122 Optics panel fixes
    Apollo Checklist Dictionary Updates