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Reentry - A Space Flight Simulator News

Reentry has been updated to 1.0.29 - Bug fixes

[p][/p][p]This update continues to iterate on core gameplay bug fixes and features designed to improve game play. Quite a lot of fixes has been applied and is covered in the bottom of this post, so be sure to scroll down and check it out. I have highlighted some of the bigger changes below.[/p][p]Note: This patches contains quite a lot of internal changes in addition to the feature list as I am preparing the solution for some new things yet to be announced. If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.21.[/p][p][/p][p]Additional Mission Pad Drag Zones[/p][p]Moving the Mission Pad around on the screen can be a bit hard as some pages contains many interactive elements. To supplement the existing system I have added specific drag zones on each side of the Mission Pad.[/p][p][/p][p]To avoid clutter, they will all be visible for the first second after opening the mission pad before fading out. Each zone will become visible if you move the mouse into its zone. Click and Drag on any of these zones to grab the Mission Pad and move it around. This system as been added to Mercury, Gemini and Apollo.[/p][p][/p][p][/p][p]Mercury Cockpit improvements[/p][p]One frequent bug report I get is that some sequencer lights does not illuminate correctly. This is because not all sequencer blocks contains a light. I made a re-model of those to better communicate this, and improve the model towards a more realistic visualization of what they actually looked like.[/p][p][/p][p]In addition I updated all the Mercury Gauges to look more like what they did in real life. They should all behave like you are used to but with slightly updated textures and models.[/p][p][/p][p][/p][p][/p][p]Failures added to the Mission Debrief Timeline[/p][p]I added a Key Moment for each failure to the mission debrief timeline to better help you analyze and understand what you had to deal with in a mission, when having random failures enabled.[/p][p][/p][p]Right Clicking a Push Button[/p][p]I added support for right clicking a push button. It will basically just be handled in the same way as a left click. Previously an issue triggered the button push animation but not the logic when pressing it with the right button. This will hopefully help with some of the confusion, especially in VR.[/p][p][/p][p]Lunar Module Powered Descent (PDI) request changes[/p][p]I have improved how the REQUEST PDI logic works. This changes the procedure on requesting the PDI burn compared to previously and Ground will communicate the instructions to you.[/p][p]Previously, when pressing REQUEST PDI, the inertial platform stored in the IMU would automatically be updated to the required orientation for powered descent. It did this by slowly adjusting it until the landing calculation was complete. This logic caused slight confusion, and was the only place left where the inertial platform would "magically just change".[/p][p]Going forward, you still need to press REQUEST PDI. Ground will let you know that they are working on the parameters. A few moments later (up to 60 seconds), they will uplink the parameters as before, along with the required orientation (stored in preferred). You will then need to use P52 option 1 in the LM to torque the platform to the new orientation (like you are used to during all other burns).[/p][p][/p][p]GET/MET rendering in UI date/time section[/p][p]Improved the date/time section to contain both the local/UTC time and the current mission time (Ground Elapsed Time (GET)) after liftoff.[/p][p][/p][p]Note: If you want to declutter the screen or be more dependent on the internal mission timer, you can always toggle this section completely off using the bindable hot keys on the Input configuration.[/p][p][/p][p][/p][p]Toggle Crew Models[/p][p]I added a hot key to toggle the crew models manually. [/p][p] [/p][p]Previously you could enable or disable the crew models from the Main Menu -> Settings. With the new hot key, you can override this setting to manually toggle them on or off. When enabled, their normal detection (hide/show) logic is on.[/p][p][/p][p]VR Hand Menu[/p][p]I have started to implement a simple VR Hand Menu that can be used to toggle the Mission Pad, the Current Objective menu and trigger an Abort. More features can be added to this menu as needed.[/p][p][/p][p][/p][p]Patch notes:[/p]
  • [p]Checklist fixes and updates[/p]
  • [p]Added additional Drag Zones to the Mission Pad to make it easier to drag it around the screen/reposition it[/p]
  • [p]Failures added as a debrief moment so you can analyze why things happened[/p]
  • [p]Fixed: Right Clicking a push button will press the button but not trigger the function[/p]
  • [p]Request PDI changes[/p]
  • [p]TEI planner stability fix[/p]
  • [p]Stop EVA breathing SFX after EVA[/p]
  • [p]Improvements to the Gemini CO2 scrubbing system[/p]
  • [p]Added a default key bind for SLOW MODE timescale (CTRL+SHIFT+F1)[/p]
  • [p]Added the CM GPI and CM SYS Test Voltmeter gauges to integral light power circuit[/p]
  • [p]Main Menu UI Hard lock Bug (Contribute conflicts with Developer Message)[/p]
  • [p]Gemini EVA orientation reset for each egress[/p]
  • [p]Fixed the LM He Supercritical venting logic[/p]
  • [p]Fixes to the UI Scaler[/p]
  • [p]Realism improvements to the Mercury cockpit gauges and monitoring instruments[/p]
  • [p]Fixes to the Mercury Sequencer model[/p]
  • [p]Added a setting to automatically skip the cinematic intro cutscene[/p]
  • [p]Made a hotkey (bound in Input Config) to toggle the Crew Models on or off during gameplay[/p]
  • [p]Made a feature on the gauges to control their interpolation direction to avoid needles taking rotating the wrong direction to reach its target[/p]
  • [p]Clicking the Checklist tab in the Mission Pad will take you back to the Checklist selection (back) (thanks Nepzukka)[/p]
  • [p]Fixed an issue where the OAMS/RCS shutoff valve would play the sfx if trying to maneuver while the system is off[/p]
  • [p]S-IVB plume not stopping after TLI burn fix[/p]
  • [p]Corrected the Phi symbol on the CM AC voltmeter[/p]
  • [p]Flickering cockpit cursor fix[/p]
  • [p]Removed the Photo Camera button in Apollo[/p]
  • [p]GET/MET rendering in UI date/time section[/p]
  • [p]Fixed an issue that could automatically scroll the Mission Debrief screen upwards for some players[/p]
  • [p]VR: Added a way to trigger Abort[/p]
  • [p]VR: Added a VR Hand Menu[/p]
[p]*Update: meta fix for lm camera[/p][p][/p][p]Happy New Year 2026![/p][p]-Petri W.[/p]

Happy Holidays!

[p][/p][p]I wanted to take this moment to thank all of you for being part of Reentry - A Space Flight Simulator. This year the game made it to the major 1.0 milestone after spending years in Early Access.[/p][p]The transition was both as exciting as it was scary, and I want to thank each and every one of you for your overwhelming support. [/p][p]The game has moved beyond of what I ever though was possible, all because of your involvement, feedback, reports and suggestions. I have tried to listen to all of this, paid attention to the various discussions taking place to figure out how I can improve the game, tweak missions and lessons, and fix issues that has been reported. It has also been amazing to see you share your screenshots, stories, and experiences from the game.[/p][p][/p][p]I will be taking a couple of days off to relax a bit with my family, and start to transition towards the next phase of development. Since the 1.0 release, I have been fully focused on being reactive on the 1.0 bits, trying to roll out patches as fast as I can to get the bits as stable as possible, without creating new features. [/p][p]The 1.0 scope was always to get a strong fundament to continue to evolve the game. It was all about making it possible to:[/p][p]1) Reach orbit in Project Mercury[/p][p]2) Rendezvous and Dock in Gemini[/p][p]3) Land on the Moon and return back to Earth in Apollo[/p][p][/p][p]Going forward I will keep iterating on these core goals, but also start to plan on the transition to version 1.1 where I once again start to look ahead. I have talked about some of the new features I wish to implement such Virtual Reality, Mission Control, translations to other languages, multiplayer (Gemini Coop), the Space Shuttle and improved graphics.[/p][p][/p][p]I have avoided rolling out any new patches right before the holiday, but I have a large patch ready containing quite a lot of improvements and I can't wait to share it with you.[/p][p][/p][p]It has been amazing to have all of you with me on this journey. We’ve welcomed many new virtual astronauts, seen others return to the game, and continued to grow alongside those who have been part of the community for years. Thank you for helping me build the game to the best of my abilities.[/p][p][/p][p]Wishing you happy holidays and a wonderful New Year.[/p][p] [/p]

Reentry has been updated to 1.0.21 - Bug fixes, Memory footprint, Apollo fixes

[p][/p][p]This patch continues to iterate on the 1.0 bits where I focus on bug fixes and critical issues players experience during their playthrough. In this patch various fixes and corrections are applied to the core game logic, the Command Module, and the Lunar Module. Quite a few fixes has been applied so make sure to check the patch notes list for the complete list.[/p][p][/p][p]Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.18.[/p][p][/p][p]Start In Orbit bug[/p][p]I have received some bug reports related to an issue that can, on very rare occasions, spawn a capsule in-orbit, even if the mission is designed to start from the ground. This issue could happen if you would browse and select multiple missions from the Main Menu, before selecting and launching into a campaign mission or a custom mission. This patch corrects this issue.[/p][p][/p][p][/p][p]Apollo System/Video Memory Footprint[/p][p]Players with 16gb of RAM (minimum requirements) has reported various crashes when trying to play Apollo missions, and most of them has been related to not having enough memory to load into Apollo missions with the Earth Resolution textures set to high.[/p][p]I have optimized the Apollo memory requirements and made changes to how the Moon is rendered from Orbit to reduce the amount of memory it requires. In addition, the Lunar Textures in use has had a 16k resolution surface color map and another 16k resolution elevation map. Players can now adjust the Lunar Texture and Elevation map quality from Main Menu -> Settings.[/p][p][/p][p]The default setting is MEDIUM, so if you were playing Apollo previously without issues, remember to change this setting to ULTRA.[/p][p][/p][p][/p][p]Failure Cycle[/p][p]Based on feedback I have changed so that the random failure cycle happens once every 30 minutes compared to every 5 minutes. The percentage can be increased, and there is a randomness of when the cycle will trigger with +/- 5 minutes.[/p][p][/p][p][/p][p]Cockpit Bounds iterations[/p][p]I have continued to iterate on the cockpit bounds for each of the spacecraft, and changed some of its internal logic. I will keep iterating on the bounds and refine them as the project develops.[/p][p][/p][p][/p][p]Lunar Module Activation[/p][p]Multiple fixes has been applied to the Lunar Module activation logic, steps and flow. I have corrected various instrument ranges, gauge green band zones, and multiple bugs reported from players activating the Lunar Module.[/p][p][/p][p][/p][p]Lunar Surface Timeline Checklists[/p][p]I have added the missing Lunar Surface Timeline checklists to cover the "black hole" of procedures between a Lunar EVA and Lunar Ascent.[/p][p][/p][p][/p][p]Apollo Talkback Indicators & Cockpit updates[/p][p]I have added the electro luminescent logic to all CM and LM talkback indicator to allow them to glow if panel integral light is available. They should follow the brightness selectors in the cockpit. I have also made the blue tint integral light a toggle, so players can decide to instead use the more realistic white integral light. You can find this in realism settings.[/p][p]In addition, I have made some minor cockpit changes to the Command Module and the Lunar Module.[/p][p][/p][p][/p][p]Patch Notes:[/p]
  • [p]Start in Orbit bug[/p]
  • [p]Moon Resolution selector (existing solution 16k always, now support 4k and 8k for 16gb systems)[/p]
  • [p]Changed failure cycle to happen once every 30 minutes of gameplay compared to every 5 minutes. The percentage can be increased, and there is a randomness of when the cycle will trigger with +/- 10 minutes from that hour.[/p]
  • [p]Fixed the ordering of priority radio requests such as requestion countdown holds etc.[/p]
  • [p]Continued to iterate on cockpit bounds and out-of-view logic[/p]
  • [p]LM activation fixes[/p]
  • [p]LM Glycol Green Band range[/p]
  • [p]LM Glycol pump diff. logic change[/p]
  • [p]LM glycol pump nominal psi 23[/p]
  • [p]LM Fixed an issue that had the potential to fail the DPS pressurization logic, spiking He >9999 psia[/p]
  • [p]Fixed SPS thrust switch[/p]
  • [p]Added the main Lunar Surface TIMELINE checklists[/p]
  • [p]LM door opens inwards fix[/p]
  • [p]Fixed an issue with the reflection probes in the Mercury Control Center[/p]
  • [p]PAUSE label during 0x Landing Time Scale[/p]
  • [p]LGC P40 fixes[/p]
  • [p]Minor LM panel changes[/p]
  • [p]Added the CM tbs to integral circuit[/p]
  • [p]Setting to toggle the blue integral light tint for Apollo panels[/p]
  • [p]LM Master Alarm fix[/p]
  • [p]EMS RTOGO PAD parameter for Earth Entry fix[/p]
  • [p]Added the LM Urine Line Heater cbs[/p]

Reentry has been updated to 1.0.18 - Bug fixes, VR updates, Gemini cockpit fixes

[p][/p][p]This update is focuses on correcting reported bugs and issues related to both normal play and VR. It will correct some reported issues related to Mercury-Atlas 6, improve academy lessons and campaign missions, camera system, and Gemini improvements. This is also the first update in a while that will fix a few of the reported VR issues and add some important missing features to it.[/p][p]Note: If this patch causes new issues for you, please report them. You can always revert back to a previous version using the Steam Betas tab for the game. The latest previous version is: 1.0.14.[/p][p][/p][p]Camera control fixes[/p][p]This update fixes some reported issue related to the existing camera controls. It will add the toggle lock feature (used to toggle if you are in look around / fps mode) to the normal external cameras. In addition, it will roll out the option to invert the x-axis only during the external cameras was inverted. Keep in mind that the full axis can be inverted using the Input Mapper for any axis.[/p][p][/p][p][/p][p]Highlighting system[/p][p]In some specific cases, the highlighting system didn't highlight the switch you were hovering. This was especially visible in Project Mercury. It also makes some minor tuning to the system for better stability.[/p][p][/p][p]Mercury-Atlas 6[/p][p]I have improved the ascent guidance logic on the Mercury-Atlas launch vehicle to improve its insertion capabilities, a first step in correcting the MA-6 mission retrograde timing issue. Keep in mind that you might have to tweak the retrograde time to reflect your current orbit.[/p][p]In addition I improved the retrorocket fire logic, and made a minor suggestion in the mission commands suggesting a different retrograde time IF needed (this all depends on insertion parameters).[/p][p][/p][p][/p][p]Earth and Lunar Entry with the Command Module[/p][p]This update makes some changes to the Earth entry lessons. This is one of the hardest procedures to learn as it contains a lot of systems you should understand to get it right. From a procedures perspective, once learned, you will be able to simply follow it in a sequential step-by-step procedure using the RUN feature.[/p][p]I also created a video about Lunar Entry, and below are links to all three videos that can help you with learning the major steps of the procedure:[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]I also made a fix that could prevent the new landing time scale to work during Command Module landings.[/p][p][/p][p]Gemini Cockpit Updates[/p][p]I made some minor cockpit realism updates to Project Gemini over the weekend as I needed a mental break from fixing issues. One community member (thanks Towhard1867) shared a video where I saw the use of some major cockpit features for the first time. Using this I made some improvements to the existing cockpit systems and improved the Gemini Encoder.[/p]
[p]Altimeter[/p]
[p]What changed?[/p]
[p][/p]
[p]The altimeter has gained some additional masking to draw a white ascent line for easier readability during the ascent. This gauge will spin fast and these indicators can make it easier to read the altimeter.[/p][p][/p][p]The barber poled lines ("crosshatch flag") indicates that you are near the ground (low altitude, below 10.000 ft), or at 90.000 ft (max display altitude is 100.000 ft).[/p]
[p][/p]
[p]As the rocked climbs, a white line will trail after the 10.000 ft needle up to 50.000 ft altitude.[/p]
[p] [/p]
[p]Above 50.000 ft altitude, the line will stop drawing, and slowly reduce from 0 again, indicating you are on the upper 50.000 ft altitude section of the indicator. [/p]
[p][/p]
[p]Encoder[/p]
[p]What changed?[/p]
[p][/p]
[p]The Encoder model has been updated to match the real look. A few patches ago I asked if any players know what it actually looked like and this resource was shared a few days ago. The encoder now looks like it did in real life.[/p][p][/p][p]Note: The last bit (digit 3 of the encoder command) switch has been inverted, so be aware of this.[/p]
[p][/p]
[p]A new MSG ACPT light has been implemented to signal a successfully delivered message.[/p][p][/p][p]The XMIT switch needs to be set to either 0 or 1 to send the full message. When this light illuminates, the message has been sent and the astro need to place the XMIT switch back to the center (OFF) location.[/p]
[p][/p]
[p]Switch-Indicators[/p]
[p]What changed?[/p]
[p][/p]
[p]The switch-indicators has changed. They did not have a cover that was opened to expose a button like the parachute and cover jettison buttons had, but instead used a locking device to unlock the button, and then the whole button was pushed in.[/p][p][/p][p]A small handle on the left side of the button is used to unlock it.[/p][p][/p][p]In this image, the SEP SPCFT button is unlocked (unlock with a right mouse button press on the small handle), while the IND RETRO ADD button is locked.[/p][p][/p][p]Locked is identified by the handle sticking out to the left, while unlocked shows the handle as aligned with the side of the button.[/p]
[p][/p]
[p]This image shows the pushed-in state that will trigger the event that belongs to the switch-indicator push button.[/p]
[p][/p][p]The video (this is a mock-up space craft and some equipment location differ from the actual flown hardware): [dynamiclink][/dynamiclink][/p][p]Apollo launch particles optimization[/p][p]I have optimized the Apollo launch particle systems used when the engines ignite. These were heavy to render. I have improved how the system works, tweaked some of its internal effects, to make it run a bit faster without changing the look of it too much. A complete overhaul of these is planned for the "external view" patches (see roadmap).[/p][p][/p][p]Virtual Reality (VR)[/p][p][/p][p]For the current Virtual Reality implementation I continued to fix some issues reported by players, while also chasing the goal of the preliminary VR implementation (current development phase): [/p][p]To support all major mission features required to complete all in-game missions in VR.[/p][p][/p][p]This update adds the Mission Transcript tab and the Map tab to the Mission Pad, fixes an issue with the Toggle VR feature (allows you to toggle off VR to use the normal in-game menus), adds the Current Objectives view to VR (this is not yet correctly placed and can be toggled with the same key used for the normal Current Objectives view). It also adds the Time to Next Transmission indicator to the Current Objectives view as well as the Deny button.[/p][p][/p][p]I have also corrected an issue where the VR hands would gain an offset while going back to the CM from the LM, and inverts Yaw/Roll on the VR-virtual attitude control stick. The weight balancing for Gemini EVA was also fixed to prevent spinning out of control (an overhaul here is planned).[/p][p][/p][p][/p][p]What's next?[/p][p]I will keep iterating on bug reports, cockpit boundaries, Lunar Module activation checklist related issues, improving the Lunar Module PCF (Pilot Certification Flight aka, "exam"), try to reduce the memory requirements of Apollo, and continue to react on reported issues. [/p][p]Note: Going forward I will try to mainly roll out patches during the first days of the week instead of Fridays to reduce the chance of rolling out blocking issues right before the weekend.[/p][p][/p][p]The goal of version 1.0 -> 1.1 is to be in a reactive state where I try to make the game as stable as possible, taking in all the feedback I can get from you as I now gain a lot more insight from new players after the release. Thank you for reporting and for the patience while I strive to fix, improve and make this game as stable as I possibly can.[/p][p][/p][p]Thank you![/p][p]Petri W.[/p][p][/p][p]Patch notes:[/p]
  • [p]Mouse Look Toggle enabled for external views[/p]
  • [p]Added a toggle to invert the external view x-axis independently[/p]
  • [p]Fixed an issue with the highlighting system (highlights component below your mouse cursor) where my sorting algorithm didn't highlight some of the switches (but it was still possible to press them)[/p]
  • [p]Setting to Override default FoV[/p]
  • [p]Fixed so VR flashlights are kinetic during non-VR play[/p]
  • [p]Improved the Command Module Earth Entry lessons (9A and 9B)[/p]
  • [p]Fixed an issue with the landing time scale during Apollo Landing[/p]
  • [p]Improved the Apollo External View Launch Particle performance[/p]
  • [p]Gemini Encoder update[/p]
  • [p]Message Accept Encoder light[/p]
  • [p]Mercury-Atlas 6 ascent guidance fix[/p]
  • [p]Fixed an issue where DENY button was not correctly triggered if you had closed the message on the comms UI[/p]
  • [p]Multiple minor mission corrections and updates[/p]
  • [p]VR: Implemented the Transcript tab in the Mission Pad[/p]
  • [p]VR: Implemented the Map tab in the Mission Pad[/p]
  • [p]VR: Hand Offset/Displacement when moving from LM back to the CM fix[/p]
  • [p]VR: Fixed an issue with the Toggle VR feature[/p]
  • [p]VR: Current Objective[/p]
  • [p]VR: Time to Next Transmission[/p]
  • [p]VR: Deny button[/p]
  • [p]VR: Switched Yaw and Roll input while using the Virtual Joystick in Mercury[/p]
  • [p]VR: Switched Yaw and Roll input while using the Virtual Joystick in Gemini[/p]
  • [p]VR: Gemini EVA fixes[/p]

Patch 1.0.14 - Hot Fix: Time Scale fixes

[p][/p][p]After correcting an issue with the Save States in the previous patch, another emerged where some players have had trouble using the time scale feature after loading from a previous state, or during free-play missions. This hot fix should fix the issue.[/p][p][/p][p]Thanks to all for reporting![/p]