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Reentry - A Space Flight Simulator News

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]

Reentry has been updated to 1.0.12 - Landing Time Scale, Gemini EVA, Save States

[p][/p][p]This patch continues my work on correcting reported issues on the 1.0 features, while also improving some of the existing systems to support time scale during landing, improve lessons and missions, improve Save States, and improve the Gemini EVA. See the patch notes in the bottom for a full 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: 1.0.8.[/p][p][/p][p]Timescale during Landing/Splashdown[/p][p]One key feature this patch contains is the first support for time scaling during landing. Time scaling is generally a very hard problem to work with and support. Systems usually need some recovery-logic when they "return from their time travel", and figuring this out can be very hard. One of the key areas yet to support time scale is during landing. Unlike ascent, you do not have much to do other than completing some minor checks and waiting for splashdown.[/p][p]I am happy to now roll out the initial support for time scale during landing. You can use the keyboard buttons \[1] -> \[4] to set the time scale to the same amount as what they key is, so \[4] is \[4x]. The maximum time scale I support in this first iteration is 4x, but this is something I can work to improve once I know the current implementation is stable.[/p][p]In addition, I have made some improvements where some players who have very high fps could experience a slower descent, making the waiting time during landing longer than normal. I made some corrections to the logic to prevent this from happening.[/p][p]Credit: Martha Gooch[/p][p][/p][p][/p][p]Gemini EVA[/p][p]I have improved some of the main elements related to Gemini EVA. First of all, I improved the reaction system to better account for weight and solved an issue where the weight of the Gemini craft was too light, making it spin when colliding with it.[/p][p]The attitude control sensitivity of the astronaut during EVA is also improved and should now give you much finer control during attitude maneuvering.[/p][p]I also added a breathing sound effect as requested during Gemini EVA as a test.[/p][p][/p][p][/p][p]Save State improvements[/p][p]I have been working on some of the core save state logic to solve some issues reported related to the mission progress when saving/loading save states. The state would insert you in the orbit you had when saving the state, but mission progress would for some users not continue from where it was when the state was saved. Going forward I will keep iterating on the Save States to also support burn plans and computer states.[/p][p]Note: If a step of a mission blocks you from proceeding you can use the DENY button on the Message or on the Current Objective to automatically complete the current step and proceed with the mission.[/p][p][/p][p][/p][p]Mercury Cage logic[/p][p]I made a fix for the Mercury gyro cage logic. In Mercury, the gyros are slaved to the horizon scanners, where they try to maintain a local vertical orientation, meaning the horizon is your zero attitude. You can decouple the gyros from the horizon scanners by setting the gyros to free. This will make the gyros stay fixed relative to the stars instead. You can then re-align the gyros to any attitude by caging the gyros.[/p][p]An issue made so the platforms x-axis got inverted during gyro cage. It was not easy to notice as the outcome was that your pitch attitude needle would move up instead of down in pitch, something that also can feel natural without knowing.[/p][p][/p][p]I also fixed an issue that caused the Horizon Scanners to stop driving the platform after separating the retrograde engines.[/p][p][/p][p][/p][p]Perform star marking in the SXT[/p][p]In the Apollo Command Module you use stars during navigation, and need to center a target on them to perform marks. These marks must be very precise. To get the needed precision, you use the SXT as it has a very narrow field of view. However, the mission and logic would allow you to perform marks using the SCT instead, but this mark would not get captured and no error was given. In this patch I make it required to perform the MARK through the SXT, and adds a note about this in the checklist and the optics lesson.[/p][p][/p][p][/p][p]Language support[/p][p]This patch rolls out contributions and fixes to both the Russian and French language support. All of these contributions are made by other players in the community so a big thank you for those who has contributed.[/p][p]Note: The Discord has international channels for both French and Russian speaking players.[/p][p][/p][p]Thanks to all who has helped me with feedback, bug reports and suggestions.[/p][p][/p][p]Patch notes:[/p]
  • [p]Fixed an issue where the Mercury Horizon Scanners would stop slaving the platform after retrofire.[/p]
  • [p]Ultimate Reflection probe tuning[/p]
  • [p]Updates to mission texts, typos[/p]
  • [p]Pulled in latest language support contributions (FR, RU) - thanks to all contributors![/p]
  • [p]Fixed and balanced the Gemini/Astronaut weight during EVA[/p]
  • [p]Improved the physics forces of landing chutes to attempt make them equal across various hardware and fps[/p]
  • [p]Added support for time scaling (up to 4x) during landing[/p]
  • [p]Animated the Landing Attitude transition in Gemini[/p]
  • [p]Attached the Gemini panel lights to the hatch models[/p]
  • [p]Fixed an issue where Gemini cabin pressure would some additional time to load during missions starting in orbit[/p]
  • [p]Mercury Gyro Cage inverted up-axis fix[/p]
  • [p]Save State Improvements for all programs[/p]
  • [p]Time Scale resetting to 1 when receiving a message while timescale is 0.5 (slow) - it should keep the slow mode[/p]
  • [p]Made so it is required to be in the SXT to press the MARK button[/p]
  • [p]Made timescale multipliers consistent between all programs[/p]
  • [p]Make it clear that in CM lesson 10 the orb rate is normal but it will stabilize when sep.[/p]
  • [p]Jukebox will reset position and orientation on toggle[/p]
  • [p]Added a breathing SFX for Gemini EVA[/p]
  • [p]Fixed Saturn V exhibition footstep SFX[/p]
  • [p]Gemini Altimeter model improvements[/p]

Patch 1.0.8 - Hot Fix: Mercury F2 dev-camera reference removed

[p][/p][p]Hot Fix: The reference for the Mercury F2 dev-tool cameras used to create some scenes for the launch trailers has been removed. Calling it would cause a recursive stack overflow exception as some of these dev-tool cameras was missing. This would lead to a CTD. I plan to re-introduce these cameras with some additional orbiting cameras in a later patch.[/p][p]Thanks for reporting, as this is a crash that can ruin a long mission flow by accident I wanted to roll out a hot fix for this to correct the behavior as fast as possible.[/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: 1.0.7.[/p][p][/p][p]Thank you for reporting![/p]

Reentry has been updated to 1.0.7 - Launch-day and bug fixes

[p][/p][p]The 1.0 bits of Reentry - A Space Flight Simulator has ascended into orbit, and the launch so far has been filled with joy, anxiety, stress and excitement, all at the same time. I would not have managed this without your great support so I want to start by saying THANK YOU to all of you who have been part of this, and for supporting me with this project in any way.[/p][p]I have been busy this week trying to capture gameplay reports, issues and bugs. I have tried to read every message posted in the community, suggestions, feedback, and I have been following various streams from players playing the game to take note of various issues and struggles they occur.[/p][p]After the 1.0 bits went live last Friday, all development time has been focused on solving launch-day issues, bugs, and make improvements based on these experience reports I have seen. I will remain in this mode until version 1.1 is released.[/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: 1.0.6.[/p][p][/p][p]Maneuvering in the Cockpit: Look Around[/p][p]One of the key gameplay areas is to sit inside the cockpit. Some players want to change the default button used to Look Around inside the cockpit from the middle mouse button to something else. This is fully supported and a frequent re-bind I see is to use SPACE for this. Some also changes the Left and Right Trigger buttons (those used to flip switches). [/p][p]I have made some improvements to this system and fixed an issue where if you bind the Look Around key to become the Left Mouse Button (LMB), it will conflict with the UI interaction system, preventing any UI interaction while in-game. Binding it to the Left Mouse Button is not recommended, but should now be better supported if required. [/p][p]Note: A known issue I still need to solve related to this particular scenario where someone needs to use LMB to Look Around is to avoid moving the camera rotate while dragging UI elements.[/p][p]You can also bind a key to toggle the Look Around mode. This will let you look around without having to continuously depress & hold a button and instead just toggle it on or off.[/p][p][/p][p]Maneuvering in the Cockpit: The Mercury attitude control stick is in the way in F7 view[/p][p]Another issue I have seen quite a few reports on is that the Mercury attitude control stick is in the way when pressing F7 to snap the camera to the comms-panel. I have fixed the attitude stick, moved it back to where it should have been. This fix is mostly relevant to those who used the camera snapping system as opposed to moving it around manually using the FPS mode and arrow keys.[/p][p][/p][p]Maneuvering in the Cockpit: Cockpit Bounds changes[/p][p]Another improvement I have been working on is to better detect where the cockpit bounds are. This patch rolls out the first iteration of an attempt to improve this. When the camera leaves the cockpit bounds, a black warning message fades in and shows you this.[/p][p]This patch makes the boundaries much tighter, and adds a new Realism Setting that can automatically stop the camera if it tries to leave these bounds.[/p][p]Questions for you: If you toggle the new setting, I will still show the "Out of bounds" warning if you try to continue to move in the direction when the camera stops. Would you like me to remove this? Currently it is a hard stop, and I am curious if you want it to bounce off/glide along the main movement direction instead?[/p][p][/p][p]Mission Fixes[/p][p]I have continued to iterate on various missions where I have fixed mission text, corrected reported typos and fixed small issues seen on various streams. This includes mission flow and for example updating the default values of the Apollo Campaign 3 and Campaign 4 TLI burn planner parameters.[/p][p][/p][p][/p][p]Lunar Module legs snaps on landing[/p][p]I have made a fix for an issue where the Lunar Landing evaluation could potentially become wrong if you performed more than one lunar landing in the same session (without exiting the game in-between).[/p][p][/p][p][/p][p]Mission Accomplished[/p][p]Various factors can complete a mission, such as splashing down or completing mission instructions. When the mission completes the "Mission Accomplished" screen will automatically pop up. You can disable the automatic popup of this screen in Realism Settings.[/p][p]I have made it possible to interact with UI elements such as the Mission Comms box etc. through this screens background.[/p][p]You can always press RESUME SESSION to close it, continue with the mission and then end it manually from the ESC-menu.[/p][p][/p][p][/p][p][/p][p]Star Identification toggle[/p][p]One key thing during any Apollo mission is to navigate using the stars. During Apollo missions, you will become better and better at learning the star and how they map the "sky". The game comes with the star map used during the Apollo program. It is accessible from the Mission Pad and can be used to study and navigate during a mission. [/p][p]While looking through the scope, you will be able to see various stars, and some of these have a blue halo around them to help you visualize a star that also exists in the Apollo Guidance Computer memory.[/p][p]Based on requests I have now rolled out a toggle that lets you disable these Star Identification helpers.[/p][p]Note: By disabling this Realism Setting, Apollo missions will become much harder. I recommend disabling this only after you are proficient with the Command Module, and have memorized the star map.[/p][p][/p][p][/p][p]Going forward I will continue working through the list of issues and write fixes for them. Some of them, like improving the Gemini EVA and the weight of the Gemini during this EVA will take a bit of time due to the complexities involved, but stay tuned for the next patch.[/p][p][/p][p]Thank you again for your patience and support![/p][p]- Petri[/p][p][/p][p]1.0.7 Patch Notes:[/p]
  • [p]Typos, spelling, checklist and mission text updates[/p]
  • [p]Lunar Evaluation and Lunar Module Landing Leg breaking fix[/p]
  • [p]External camera cycler bug (Mercury) fix[/p]
  • [p]Fixed an issue if the Left Mouse Button was used to Look Around as it conflicts with the UI system[/p]
  • [p]Virtual Cockpit Camera system improvement to prevent moving outside cockpit walls[/p]
  • [p]Added a toggle to allow camera automatically stop moving if trying to move through cockpit bounds[/p]
  • [p]Fixed an issue where the Mercury Attitude stick could block interaction with radio control switches in F7 view[/p]
  • [p]Fixed an issue with the lunar flag shader[/p]
  • [p]Added an option to disable the blue AGC star identification helpers[/p]
  • [p]Fixed and issue with the TLI Perilune adjustment mission objective string[/p]
  • [p]Fixed the default TLI values of Campaign 3[/p]
  • [p]Fixed the default TLI values of Campaign 4[/p]
  • [p]Fixed an issue where the Save State in Apollo would complete the current mission instruction you were on on load[/p]
  • [p]Minor Gemini Horizon Scanner logic change[/p]
  • [p]Made so you can interact with the comms message box through the Mission Accomplished screen. Note: You can turn off the Auto-Popup of this screen.[/p]