
This patch includes several quality-of-life improvements, such as enhancements to the Mission Pad and input binding, along with fixes for critical issues. Additionally, I've introduced new missions, offering around 5-6 hours of gameplay, to Project Mercury.
As Project Mercury is often the first spacecraft players meet in Reentry, I have focused on refining the cockpit logic and visuals to enhance both mission execution and overall immersion. I've also added a set of historic missions (accurate to the best of my ability and limitations of the game), designed to build on the skills you’ve developed in the Academy and Campaigns, allowing you to experience realistic recreations of the first Mercury missions.
Physical Cockpit Switch sound logic fixesI have updated the sound effect logic around interacting with switches, selectors, fuses, circuit breakers, etc. to prevent the sound effect to play if you interact with a control that is already at the position you try to move it to. In other words, if you try to move a switch in a direction its not possible to move it, it will no longer play the switch sound effect.
Gemini Atmospheric Entry updatesI have updated some of the logic related to Gemini reentry. The logic affects the entry attitude checks, drag equation, and staging checks for reentry.
Mission Pad stores location of the main checklist overview pageWhen using the mission pads checklists tab, you would typically scroll down the list to search for specific checklists. When selecting one or hiding the checklist tab, it would previously move the scroll view of the checklist overview to the top when returning to the checklists selection. This update stores the scroll position of the checklists selector for all programs.
Mercury Horizon Scanner/Gyro ray casting correctionsI have updated the logic of the Mercury Horizon Scanners to better detect the atmosphere and update the platform. This will lead to a more stable scanner, and also corrects a bug that would prevent the scanner logic to function for the rest of the mission if you set time scale to 0x (pause the game).
Apollo ELS landing logic updates and improved loggingI have improved the logic of the Apollo ELS and added more logging. I am getting reports from players who experience that the chutes of the Command Module, in some cases, does not deploy even if the ELS is configured correctly.

The ELS requires the SECS logic/pyros to be on and armed, the ELS to be powered and on (logic), and the ELS configured for auto deploy.
Lunar Module Rendezvous Radar tracking updatesThe RR of the Lunar Module has received some minor updates to improve its capability to automatically track the command module once tracking is established.
Huge update to Apollo checklistsA lot of Apollo CSM/LM checklist updates and QOL fixes related to procedures (thanks darkstar & co) has been added to this patch. This will improve the execution of checklists, adds the RUN feature to additional checklists, and corrects many mistakes.
Lunar Module Manual Control prevents X-axis jets for firingI have corrected and issue where the LM I/K manual throttle control impacts +/- X jets, preventing you from translating up or down when manual throttle control is selected. The Throttle/Jets lever is, as previously, used to switch between this but the MAN/AUTO switch will no longer influence the configuration.
The dreaded Apollo/Lunar Guidance Computer PRO logic fixesI have updated all the programs requiring the PRO button to ignore multiple presses to PRO during V99, and ignores PRO before P15 (you are not supposed to press PRO before SIVB ignition during a TLI burn. However, if you did, it would cancel the burn).
I have also updated logic to abort a burn during V99 by pressing ENTR.
Mercury ECS updatesI have made updates to the Mercury ECS system with regard to temperature control and thermal logic. I have also used this to improve and prevent fires that was not supposed to happen for example during long holds, as some has reported.
Mercury atmospheric drag model changesI have revisited some of the atmospheric drag models to improve Mercury entry and make it more realistic compared to the timeline of the real missions.
Project Mercury Cockpit UpdatesOne of the cockpits that has been lagging a bit behind is the Mercury Cockpit. This update corrects and improves some major elements of the cockpit and adds some more graphical details as well.
The next few sections will cover the main aspects of the Mercury cockpit update.
Project Mercury Cockpit Update: Periscope adjustmentsI have updated the Periscope logic in the Mercury capsule to allow you to better used it to find and maintain retrograde orientation, and correct Yaw or Roll errors by looking through the scope. I have also corrected an old issue where the scope would have a small angular offset compared to the real craft.
Project Mercury Cockpit Update: Window Mark updatesI have fixed the window marks on the Mercury Capsule. It has two modes. One are in seated mode and one are a mode where the astronaut would lean forward to look in the retrograde direction.
Two sets of marks has been added so you can use the window reference to align with the horizon during day and night horizon checks, and to align the horizon to -14 and -34 degrees.
The updates to the periscope and the window marks will help you align with all the critical attitudes used during a Mercury mission.
In seated position, the window marks on the left are used:

In retro position (lean forward, look up), the window marks on the right are used:
Project Mercury Cockpit Update: Satellite ClockThe main tool for setting and adjusting the retrograde time, checking the current time and mission elapsed time is the Satellite clock located on the center panel. I have re-modelled the entire clock and its components, and corrected logical issues behind it. The retrograde timestamp is now in MET/GET, and should render the set retrograde time correctly. The selector below it can be used to increase or decrease the time. The clock graphics, marks and time handles has been re-implemented for a more realistic and accurate clock. You can use this to time activities and retro burns.
Project Mercury Cockpit Update: Attitude IndicatorsThe attitude indicator graphics has been updated with more marks such as retrograde attitude, and better ticks on the rate indicators. Each mark represents about 1 degree of angular motion. This can now be used to more accurately achieve rates such as 4 deg/sec or 1 deg/sec, etc.
Project Mercury Cockpit Update: Navigation ReticleI have started to add a navigation reticle used to align the craft with the retrograde burn attitude. This scope was used in some Mercury Missions and is currently in its experimental phase and is installed on the right side of the window during development, but will later be moved as I make it more complete. However, it should now do the job it is designed for.
Project Mercury: Mission ToolsI have added a Mission Tools function bubble that you can use to open PADs forms (similar to what you have in Gemini and Apollo) and install (toggle) equipment used during missions. This will expand with more realistic on-board equipment used during Mercury missions.

The Mission Tools menu will then show and let you toggle various tools. A mission file can also automatically pre-toggle some of these based on mission needs.
Historic MissionsI have added a new mission mode: Historic Mission (for those who has been here for a while, brough back). This section will contain the most realistic recreation of the real missions the game offers. Since these are not part of the main fictional (but based on true events) campaign, I have given the a custom section under each programs MISSIONS menu, for example Main Menu -> Missions -> Project Mercury -> Historic Mission.
The main idea of these missions is to keep up with the timeline and follow the in-game steps. The challenge is to keep up with the flow of the mission and experience the mission yourself. You might need to practice a few times to get everything right but I do hope you will enjoy these missions.
This update moves the Apollo 13 campaign into the Historic Mission section of Apollo, and adds 3 new historic missions to Mercury.
New mission: Mercury-Redstone 3The Mercury-Redstone 3 was the first U.S. manned mission, where Alan Shepard became the first American in space. In this mission you will get to experience the flight with realistic voice comms and procedures. The mission will take you through this historical mission where you have to keep up with the busy schedule of these short sub-orbital missions.
New mission: Mercury-Redstone 4The Mercury-Redstone 4 was the second U.S. manned mission, where Gus Grissom was the astronaut. This is a similar mission to Mercury-Redstone 3, but with different control mode tests in space.
New mission: Mercury-Atlas 6The Mercury-Atlas 6 was the third U.S. manned mission and the first to go in orbit around Earth with astronaut John Glenn as the commander. This is my first attempt at creating a long-haul mission in one go, compared to the other longer missions that has been split up into multiple scenarios.

I have added multiple elements used during the Mercury-Atlas 6 mission. You will frequently visit the Retrograde Sequence time pad. You can draw on this from the new MISSION TOOLS menu (just like you use a PAD in other missions), and the results will be available on the sheet taped to the periscope. The visual tests are also there (I have tried my best to recreate the visual graphics), and a functional and interactive flight plan scroll can be toggled and used during the mission.

The flight plan scroll thumb wheels can be left/right clicked to adjust the position of the scroll. The upper thumb know scrolls faster than the lower. I have recreated this entire flight plan using photoshop and drawing elements manually as it was done in real life. The reference has been the Nate D Sanders/NASA / collectSPACE flight plan photos.
Capsule Insignia GraphicI have added a new setting under the Main Menu -> Profile section what can reference a png image. If this is blank, the Capsule Name Generator will use the Capsule Name line 1 and 2 to generate the capsule name rendered on the exterior of the craft.
If this is set to a png file name (path relative to the Reentrys AppData folder where the logs are stored, the persistent data path), game game will try to load the graphic and render it on the exterior of the craft.
You need to create the insignia file in an image editor or designer, where you use the alpha channel for transparency. The example below is using some graphic elements from Freepik:

And when rendered on the capsule, it looks like this:
Historical Mission InsigniasI have used the insignia graphic logic to load a mission specific insignia when specified. This allows all missions that is created to have a custom insignia graphic override. I am using this feature in the new Historical Missions for Mercury.
Input ManagerI have added support for binding a key to multiple functions. If you bind a key to a function, and that key has already been bound to another function, you will get the option to leave it bound to multiple functions, replace it or swap it.
Mercury Mission EditorAll the in-game missions, campaigns and historic missions are created using the built-in Mission Editor. If a mission I create requires a feature not supported by the mission editor, I add support for that feature in the Mission Editor before continuing to create the mission once complete. The Mission Editor is mainly a tool I use to create all content, but it is available for everyone in case someone wants to use it to create custom missions.
This patch updates the Mercury Mission Editor and corrected a lot of reported issues related to it, and multiple features has been added to it to support creating the new historical missions. This improved the tool and allows more complex missions to be created.
Camera Snap Point settingI have added a setting in the Main Menu used to control the detection of Camera Snap Point changes. In the previous and current update, snap points has been added or changed, and required you to update the Camera Snap Points data file. You can do this from the pop-up that shows when a change is detected, or by using the button under Main Menu -> Settings -> Camera Points. Make a backup of your snap point changes if you have any before updating them.

Patch notes:
- Apollo ELS landing logic updates and improved logging
- Apollo LM RR tracking updates
- A lot of Apollo CSM/LM checklist updates and QOL fixes related to procedures (thanks darkstar & co)
- LM I/K manual throttle control impacts +/- X jets
- CM V49E V50->V06->V50 fixes
- Updates to the Apollo CM AGC Automaneuver lesson
- Apollo: Additional PROs during V99 will be ignored. I also disable PRO during P15.
- Input: Dual input binding and input swapping suggestion if conflict
- Fixed broke Exterior Capsule Name generator
- Improved physical cockpit switch sound logic to prevent sound effects when switch isn't physically moved or changed
- Fixed Mercury retro attitude indicator, was too narrow compared to real life
- LM career tree: Lesson 8 (Radars) node fixes
- Gemini entry attitude checks
- Gemini drag eq. updates
- Gemini entry with additional stages will result in an explosion and game over
- Gemini, Mercury and Apollo: Mission Pad saves last position of the scroll view (in-session)
- Mercury Horizon Scanner/Gyro ray casting corrections
- Updates to Mercury temperature and fire logic
- Updates to Mercury atmospheric drag model
- Mercury Mission Editor updates
- Major updates to Mercury Cockpit
- Added historical missions:
○ Apollo 13 is move to Main Menu -> Missions -> Project Apollo -> Historic Mission -> Apollo 13
○ Mercury Redstone 3
○ Mercury Redstone 4
○ Mercury Atlas 6
- Added a Mission Setting that allows a custom insignia png to be loaded (overriding the current capsule name graphic on the exterior)
- Made it possible to use a custom png (relative to Reentrys AppData folder) that will override the Capsule Name text on the exterior of the craft.