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Reentry - A Space Flight Simulator News

Reentry has been patched to 0.99.53 - hot fixes related to CSM entry


This patch mainly corrects issues related to Apollo Command Module atmospheric entry. The previous patch had an issue that inverted the lift-vector during entry, making it very hard to survive even the Academy lesson.

I have also re-worked the Apollo Deorbit, Entry & Landing Academy lesson. It now covers more of the main steps needed for Deorbit and Entry planning. I will continue to iterate on it with more instructions on how to manually fly (I have a video about this). I am also in the process of creating a video tutorial of the lesson.
Next I will add a practice-lesson where you can try to perform an entry using the Checklists (it will be similar to the lesson but use checklists instead), and a Lunar Entry lesson (slightly different procedures).

Note: Unfortunately my family and myself got some kind of virus and all having high fever, causing a delay in fixing things. Updates and response will be slow.

Patch notes:
- Reworked the Apollo Command Module Entry lesson
- Command Module inverted RSI fix
- Fixed an issue with the 0.05G switch preventing the EMS 0.05g light to illuminate
- Fixed the inverted lift direction during CSM entry introduced in the last patch
- More fixes to the command module roll and roll index logic
- Continued to iterate on the CSM/CM auto-maneuver logic
- Reported Typos and minor corrections to AOH checklists
- Minor: Fixed CM entry angle symbol that rendered in the Maneuver Planner UI
- Maneuver Planner: Changed so the estimated "Time to EI" becomes "Time of EI" (MET)
- Maneuver Planner: Added the CM/SM time stamp (MET)
- Additional testing related to a Saturn IB -> SIVB ignition issue (rare), reverted the previous fix

Reentry has been patched to 0.99.51/52


This hot fix and patch will fix some issues with VR that has occurred after a recent system crash that corrupted the initialization logic and caused problems with the VR UI system.

0.99.51:
You should now be able to:
- Initialize into VR mode
- Switch between the Lunar Module and the Command Module
- RUN checklists
- Interact with the VR UI

0.99.52:
- Corrected an issue that limited the maximum amount to steps in the Checklist Guidance System

Thank you for reporting!

Update 0.99.50: Bug Fixes, VR, CM GDC, checklist logic


This patch contains a lot of bug fixes where I have tried to address some of the known blocking issues. It will also roll out an improvement to the Checklist Guidance System (aka "RUN") that helps you execute checklists and plan for maneuvers. In addition I have taken a big leap in improving the Virtual Reality implementation. I have also spent some time improving the Command Module panels and underlying logic (not graphical only), and added some cue cards and PADs that can be visible inside the cockpit.

Note: A lot of core features has been changed in this patch. If this update gives you issues, you can revert to a previous build using the Steam Betas tab. The previous update is on branch: Reentry Version Reentry Version 0.99.45.

Critical bug fixes
  • Fixed an issue with the Lunar Module P52 opt 2 logic that would crash the game
  • Fixes to the Apollo Ground Crew (cold & dark state) that led to Fuel Cell issues
  • Command Module Battery Charger fixes and reverse current fixes
  • Fixes to the Command Module EPS logic and Fuel Cell wiring.
  • Fixes to the Command Module Accelerometer Indicator
  • P52 opt 3, removed one excessive PRO press compared to checklist
  • Command Module roll index fixes
  • Improved the Apollo Saturn V pre-launch checklist with time stamps
  • Fixes and updates to the Academy lessons
  • Fixes for the UI and Mission Translation tools
  • Mission achievement unlock fixes
  • Lot's of typos


Checklist Guidance System
The checklist guidance system has received an improvement and some UI changes. The RUN button has now been split into two different buttons. Both of them will RUN the checklist and move all its instructions into the Checklist Guidance System (CGS). Their difference is how they queue/add the steps of the checklist to the CGS.
The two RUN buttons can be seen in the lower right corner. It was previously in the upper right corner

You can queue up instructions from multiple checklists. To do this, you can open a checklist and press one of the RUN buttons. All instructions are then copied into the Checklist Guidance System. If you go back and select another checklist, and press one of the RUN buttons, all the steps from that checklist will also be queued up, or appended, to the existing steps. By using this feature you can stack up multiple checklists and follow them through the Checklist Guidance System.

The difference between the two RUN buttons is that one of them will add all the checklist steps in-front of the queue (so above the current step), while the other will append all the steps at the bottom of the existing queue.

Some checklists has dependencies, requirements, and asks you to also complete another checklist in-between its steps. Using this new system you can insert the steps from one of those steps in the middle of an already executing checklist without the need of pressing CLEAR ALL, complete the other reference checklist, before having to continue the checklist you were actually completing.

In the image above I have queued up multiple checklists and can now follow the steps to complete them all. Note that when you press RUN now, the checklist name will be appended into the steps to indicate when a new/different checklist starts

During the Academy or the Campaign, you will mostly execute a single checklist at a time, and can in that case use any of the two buttons.

Improved Panel Interaction ray-casting logic
This was a brutal issue to fix but I have finally managed to improved and fix issues related to the switch interaction logic. Using the mouse buttons you can flip a switch or press a button by using the left and right mouse buttons. When pressing a button using the mouse or VR, a ray will be cast from your mouse cursor to the switch you wish to interact with. This ray-casting logic has now been improved to better be able to detect what you want to press and should be more predictable.


Resizable Checklist Guidance UI
The checklist guidance UI window can now be resized. Press and hold the mouse cursor on one of the corners of the window or one of the edges, and drag to resize it. This is good if you are curious about other steps, want to make the window larger, or smaller. Keep in mind that you can still move it anywhere on your UI by clicking and dragging the window within its edges.


Virtual Reality VR - Moveable Mission Pad and VR menus: A click&drag button on the upper/right side of the Mission Pad can be pressed in the VR Mouse Cursor mode. This will attach the mission pad to the view. You can then mode the view and your head to re-position the mission pad. Pressing the button again will leave it at its current location. I plan on improving this but at least you should now be able to move the Mission Pad.

VR - Command Module Optics: I have added support for using the Command Module Optics/Scopes for both controller mode or the VR Mouse Cursor mode. You can bind keys for switching between scopes and exiting from it. This applies to normal desktop play and both VR modes.

VR - Improved core UI logic for VR: I have had issues scrolling the mission pads, maps, checklists, pressing buttons etc. in VR. I have improved how the VR modes now interact with the UI, allowing better control and predictability while handling the various UIs and scroll views.

VR - Mission Pad and UI elements now block panels behind it: Previously the VR UI system was unable to detect if a UI element was pressed, and if you would interact with the UI (like pressing a button) and a panel switch was also behind that button, you would both trigger the button-press logic, and flip the switch behind it. This has now been fixed.

VR - Scroll wheel support: You should now be able to scroll UI elements with the mouse scroll wheel while using the VR Mouse Cursor mode.

// End of VR ///

Improved Attitude Set Control Panel and Logic
The logic behind the Attitude Set Control Panel has been fixed and I have improved the panel to better reflect reality. You can click and hold the Roll, Pitch, Yaw thumbwheels to change the target angle. Pressing once will increase/decrease the angle by 0.2 degrees. Holding down the button press will roll it continuously and the pace of the roll will increase the longer you hold down the interact key.


Command Module: GDC and GDC Align
I have rewritten the entire Gyro Display Coupler (GDC) logic in the Apollo Command Module. This is a set of gyros responsible to maintain an inertial platform and is used as a "backup" to the Inertial Measurement Units (IMU). This improvement will now also allow you to better align the GDC towards a desired attitude, or align it with the IMUs (common Apollo Command Module procedure).


Using this new system will allow you to use the Attitude Set Control Panel (ASCP) to set a target attitude, and then use GDC ALIGN to slew the GDC so the attitude of the space craft becomes similar to what the Attitude Set Control Panel thumb wheels indicate. This is great if you wish to for example slew the GDC during Transposition & Docking to make the 180 pitch maneuver more precise.


You can also use this to better align the GDC with the IMU (the previous simplification is still recommended as the auto slew function still can run into issues) by following this checklist:


Manual GDC slew: If the GDC ALIGN logic is unable to automatically drive the gyros to the desired orientation you can at any time while holding down the GDC ALIGN button switch to Manual Gyro Slew Mode by pressing any of the Gyro Slew hot keys. To do this, you need to bind the Gyro Slew Pitch/Roll/Yaw hot keys in the input mapper. While the GDC Align button is held down and one of these keys are pressed, it will switch from automatic drive to manual slew. You can then slew the ball to any orientation (without worrying about gimbal lock).


In the video below you can see me use the Attitude Set Control Panel to align the Gyros during transposition & docking. I use the GDC ALIGN to auto-drive the GDC to the target attitude, use this to simplify the turnaround maneuver. Once docked, I align the GDC to the IMUs again showing the GDC ALIGN method, the manual slew GDC align method and the GDC Aling to IMU simplification procedure I have coded into the game. The IMU simplification will automatically align the GDC perfectly with the IMU. Everything related to these three modes are explained in the ALIGN GDC TO IMU checklist.
[previewyoutube][/previewyoutube]

In-Cockpit PADs
You can use the CREW MEMBERs -> COCKPIT EQUIPMENT to toggle an in-cockpit version of any PAD that you have drawn. The PAD will be attached to some Velcro on the panels and can be easily referenced while operating the computer and plotting data. A micro-UI can be used to navigate between the PADs.


Note: Keep in mind that if you have not filled out a PAD, the sheet will be empty. The in-game PAD system is a backup system for those who do now have the PADs printed out or available through a tablet.

Apollo Cue Cards
I have added multiple in-cockpit cue cards (data from the Apollo 15 checklists) that can be toggled to be able to reference procedures and important steps/information during various procedures.




General interior fixes and recoloring
I have updated some rendering shaders, materials and re-made some models to improve the visual quality of the Command Module/Mercury/Gemini interiors to make it more realistic.


Thank you for reporting issues!


0.99.50 bug fixes and patch notes:
  • Lot's of typos
  • Fixed an issue with the Lunar Module P52 opt 2 logic that would crash the game
  • Improved the Apollo Saturn V pre-launch checklist with time stamps
  • Fixes to the Apollo Ground Crew (cold & dark state)
  • Fixes to the Command Module EPS logic and Fuel Cell wiring.
  • Command Module Battery Charger fixes
  • Fixes to the Command Module Accelerometer Indicator
  • P52 opt 3, removed one excessive PRO press compared to checklist
  • Command Module roll index fixes
  • Fixes and updates to the Academy lessons
  • Fixes for the UI and Mission Translation tools
  • Mission achievement unlock fixes
  • Improved ray-casting logic in all modules, used to cause sometimes when working with the OBC or the CMC/LGC.
  • Fixes to the Apollo Command Module GDC platform logic
  • CSM Pyro Logic fixes
  • Minor updates to the Command Module cockpit
  • Rearranged the Checklist UI slightly
  • Added a new RUN-button that will put the checklist in front of the instructions queue
  • Made the checklist guidance UI resizable
  • Apollo: Cue Cards
  • Command Module: Window Shades for all 5 windows to block against sunlight
  • Added keyboard mappings to switch between optics and exit them
  • VR: Added support for the CSM Optics using VR Mouse Cursor mode
  • VR: Fixed VR interaction with UI and Mission Pad, it kept loosing focus while dragging the scroll views or map views
  • VR: Fixed so you do not interact with the panels when interacting with VR UI
  • VR: Added support to scroll game UI with the scroll wheel while using the VR Mouse Cursor mode
  • VR: Made it possible to move the Mission Pad and VR Tools by adding a button that will attach it to the VR HMD Rig, and release it.

Update 0.99.45: Apollo DAP, ORDEAL, Translations, Bug Fixes


This update will correct a lot of long-term issues such as attitude hold capabilities, ping/pong thruster firing, improve how the Apollo Digital Autopilot (DAP) works, add the latest contributions to language support, improve how the ORDEAL works and fix critical issues. It also improves the Reentry UDP Api. This is a big update with a lot of fundamental changes, so please check the note below on how to revert if you stumble upon issues.

Note: A lot of core features has been changed in this patch. If this update gives you issues, you can revert to a previous build using the Steam Betas tab. The previous update is on branch: Reentry Version 0.99.42 and Reentry Version 0.99.41.

Update 0.99.46: Rolled out a minor patch related to this updated correcting a defect CSM translation thruster (left/right) and increased the font size of the Gemini EVA/Hatch function bubbles.

Critical bug fixes
  • Mission 1, Campaign 3:
    I have corrected an issue where you were unable to complete the first mission of Campaign 3 (the cutscene).
  • Mission 2, Campaign 3:
    Corrected the initial state of the panels that caused issues as you progress through the mission.
  • Mercury Earth/Atmosphere artifact:
    Fixed the large white glowing lights during external view of Mercury ascents and orbit (this bug was introduced in my previous patch).
  • Ground Crew Ingress - Fuel Cell state fix:
    Made a fix that would automatically connect the fuel cells during the ground crew ingress state.
  • Updates to the TD&E lesson
    I have improved the Transposition, Docking and Extraction lesson (Lesson 10 of the Apollo Command Module Academy) to contain more information about DAP setup, EMS setup and some more details on the turnaround to docking maneuver.
    Note: For any docking mission, I recommend turning off the Automatic Prograde rotation Realism Setting


Command Module DAP parameter updates
Added support for the A/C (XTAC) and B/D (XTBD) X-translation parameters (R1, parameter B and C), and the R2 parameters A: A/C or B/D roll.


You can now configure what thrusters you wish to use for translation in the X-axis, and what thrusters you wish to use for roll.


CMC/LGC thruster logic fixes
I have improved the logic and algorithm responsible for deciding what thruster needs to be fired, and for how long it should be fired while maneuvering towards an attitude, or while maintaining an attitude. The mode will enter a ping/pong (thrusters going bwop-bwop-bwop) mode depending the selected DAP parameters (deadband, max rate), but unlike before, it should be much better at reducing it, recovering from it, and stopping the rates down to a very small fraction (angular rate) once inside the target attitude +/- deadband.


CMC/LGC Attitude Hold logic
I have improved the Command Module and Lunar Module CMC/LGC attitude hold logic. This mode allows you to use the hand controller to manually maneuver towards an attitude. When you deflect the controller, the craft will accelerate until the rates specified in the DAP setup has been met, then drift until the stick is released. When released, the mode will try to maintain the attitude you had when the stick was released, following the set DAP parameters. This logic existed before but has now received a much needed overhaul.


Command Module/Lunar Module ORDEAL improvements
The ORDEAL in the Command Module and the Lunar Module has two modes: ORB RATE and INERTIAL. INERTIAL will display the current IMU/GDC attitude on the FDAI, while ORB RATE will show the Local Vertical Local Horizontal (LVLH) on the FDAI.


Reentry has so far used a simplified ORDEAL logic when the ORDEAL is set to ORB RATE. It temporarily adjusted the IMU/GDC inertial platforms to match the LVLH (or the attitude visible on the FDAI). When the ORDEAL was returned to INERTIAL mode, the adjusted IMU/GDC platforms would revert to their original settings.
This allows auto-maneuvering and spacecraft attitudes to align with the selected ORDEAL mode. The simplification here is both that you can always have a Local Vertical Local Horizontal attitude reference to cross check the IMU/GDC while you learn to operate the craft, and also have the ability to maneuver the craft using this LVLH as your inertial platform (such as being able to target attitude 0,0,0 while in Orb Rate to reach progreade, or 0,0,180 to reach retrograde).

I have now made a setting that allows you to opt out from this simplification.
Note: Keep in mind that some academy lessons assume this is set to ON.

Setting this to OFF will make the ORDEAL only adjust the FDAI ball without affecting the orientation of the IMU/GDC. This means all attitude information, auto-maneuvering, and targeting will be relative to the IMU even while in ORB RATE, and the ORB RATE mode will be visual-only. This is the more realistic option, and I recommend those familiar with the IMU, REFSMMATs, P52, and attitude control to set this to OFF, along with the "Automatic Prograde" realism setting.


Command Module: Direct Ullage
I have added support for the Direct Ullage push-button in the Command Module. This will fire +X axis translation thrusters while being held down. You can use this as a backup from ullaging with the translation stick. Ullaging is a method used to settle the propellants of the SPS engine (CSM) and Descent Engine (LM) in the aft part of the tanks.


Push button logic fixes
I have improved the logic related to the cockpit push buttons (Gemini, Command Module, Lunar Module) based on feedback and requests from you. Any button will now be held down if you hold down the trigger key (left mouse button), and will animate back up when released. Most will still trigger the logic once for each push down, however, some buttons like GDC align and Direct Ullage will continuously trigger its logic while being held down (as before). You can try this while for example interacting with the OBC or the CMC/LGC. Press and hold down the left mouse button, and it will stay down.

I have also corrected the depth of some push buttons to prevent the animation from going through the panels.


Realism Setting: Remove Cockpit Shake
This setting will remove all cockpit shakes during ascent, burns and entry.

Translation/Language Updates
Kind_Stone has submitted multiple pull requests and language updates in order to fully translate the entire games User Interface, Mercury Academy, Mercury Campaign and Mercury Historic Missions to Russian. This is the first translation to completely cover all of the Mercury Content (except for checklists, currently not possible to translate).


This translation is also updated with the big language-support-update I released in the previous patch, where 100s of additional UI elements was added to the translation files, and support for translating Gemini/Apollo missions, and campaign files were added.

Existing translations will still work, but new UI elements and mission changes will need to be added to the translations:


If you wish to help out with translations, be sure to visit our Discord channel and reach out!

Reentry UDP API: Output
I have started to test the output logic of the Reentry UDP API. External applications can now receive state data from Reentry (currently a list of parameters) such as cabin pressure, timers, what warning lights are illuminated, etc. This is limited to Mercury for testing. However, I will soon support sending the existing Gemini OBC and Apollo CMC/LGC currently being exported to a file for monitoring.

Reentry UDP API: Input
I have updates the Reentry UDP API to support more commands from external applications into Reentry - A Space Flight Simulator. External applications can now command most of the panels of all spacecraft.
Previously I had support for Set Switch and Push Button. This update adds:
  • Set Circuit Breaker / Fuse
  • Push Button
  • Set Selector / Knob
  • Set Handle (Pull/Push Handle)


See the video below for details about the Reentry UDP API:
[previewyoutube][/previewyoutube]

An example of the type that can be passed to Reentry to configure the panel:


Reentry UDP example project
I have updated the Reentry UDP example projects with the new additions. You can find the project here:
https://github.com/ReentryGame/ReentryUDP


0.99.43 release notes
  • Project Mercury white line on Earth artifact fix
  • Fixes to a bug introduced in the last patch where you in Campaign III is unable to complete the first mission of the campaign (cutscene)
  • Added support for the CMC A/C and B/D roll thruster and translation DAP setup
  • CMC Attitude Hold and AUTO thruster fire updates (reduce ping-pong)
  • LM PGNS Attitude Hold and AUTO thruster fire updates (reduce ping-pong)
  • Ground Crew Ingress Fuel Cell state fix
  • Updates to Campaign III Mission 1 panel state
  • Updates to the TD&E lesson (Lesson 10 of the Apollo Command Module Academy)
  • Improved Gemini and Apollo button "hold down" logic
  • Direct Ullage to Command Module and Lunar Module
  • Corrected push-depth of Gemini, Command Module and Lunar Module buttons that went through the panel when pressed (animation)
  • Updated how the CSM and LM ORDEALs work.
  • Added Realism Setting: Simplified ORDEALs
  • Added Realism Setting: Remove Cockpit Shake
  • Translation: Russian Language (Mercury Complete)
  • UDP Output data: Initial testing of sending cockpit/spacecraft data from Reentry to external apps using the Reentry UDP API.
  • UDP input:
    • Added support to the Reentry UDP API for:
      • Set Circuit Breaker / Fuse
      • Push Button
      • Set Selector / Knob
      • Set Handle (Pull/Push Handle)
    • You should now be able to configure the entire cockpit using the API
  • Updated UDP example client

Update 0.99.42: One Giant Leap, Mission & Language Updates, Bug Fixes


This update focuses on the journey to 1.0 where I have corrected reported issues, added a new achievement for testing (One Giant Leap), improved rendezvous calculations & logic, added rendezvous plotting graphs, and added a lot of capabilities to language support.

A lot of core features has been changed in this patch making me a bit nervous about it. I have done a lot of testing but if this update gives you issues, you can revert to a previous build using the Steam Betas tab. The previous update is on branch: Reentry Version 0.99.41

Rendezvous Burn improvements
Rendezvous is initially one of the hardest things in the game. It takes time and patience to fully understand how it works. However, once you have done it a few times, it gets quite easy.

In order to make rendezvous simpler I have added some new logic that both improves the internal calculations on my end, but also exposes a clever parameter to help you manually correct your trajectory after the burn. GoForPDI on the Discord Server suggested to expose the "Closest Distance at Apogee to target" parameter.

How does it work?
After you have executed the initial Rendezvous burn from a Circular Orbit (important), you can open the Mission Pad -> Map tab to see the details of the target vehicles orbital parameters. In this list you can find the estimated closest distance to the target once you reach Apogee (dAP, ΔAP = ___ nmi). Once your burn is complete, you can translate UP/DOWN/FWD/AFT to tune this value down to something close to ~0.2 nmi. By translating you change the arrival location at Ap forward, aft, up and down.

This parameter is added to Gemini/Gemini, Gemini/Agena, LM/CSM (lunar ascent) and CSM/Skylab rendezvous.

So far testing has been very good and I have been able to rendezvous very close to the targets each time (no longer hitting those ~10k to 30k ft distances from target).


I would recommend you to test this out and practice Rendezvous using the Project Gemini -> Scenarios -> III - RENDEZVOUS BURN TRANINIG mission.


Rendezvous Plot
To add some tools related to Rendezvous I have created a relative motion graph where the target vehicle is at 0,0 on the graph and your relative position is plotted against it (LVLH). This can help you see your path towards the target, and there on the LVLH horizon the target vehicle is.


In the image below you can see that I am slightly below and in front of Agena. You can use the Rendezvous Radar and configure the Attitude Indicator needles to point you towards Agena and center it in your window.


This plot can be found under Mission Tools (Gemini) -> Data Forms & Charts, and Crew Members (Apollo). This plotter exist for Gemini/Gemini, Gemini/Agena, LM/CSM (lunar ascent) and CSM/Skylab, just as the dAP parameter above.

Language Updates
I have continued to decoupled hundreds of "hardcoded" UI elements to support translation. A lot already existed but tools such as the Crew Members, Mission Tools, Mission Debrief and other elements did not have translation support. All of these has been added to the translation files.

During testing, the previous translation support was restricted to Mercury missions only. This has now been applies to all programs. The mission system has also been updated to support migrating translations if the source (English) file is changed.

The translation tools has been improved based on feedback from the translators. You can find the tools from the Main Menu -> Contribute screen:


Each of these tools has been designed to simplify translation, however, the files are all in JSON so it can be done in any text editor or Visual Studio Code for example:


We are now stepping into a more focused phase of translations. If you wish to help with translations, be sure to step by our Discord channel and let me know, and I'll walk you through where we are, and the process.

The Language repos exist here:
https://github.com/ReentryGame/

Language Support
Multiple contributors has submitted translations to both the User Interface and some of the missions. Recently there has been a lot of activity here and I have pulled in the latest contributions from the Repo to let us start testing and checking how the system works.

Based on a lot of requests I have also developed a simple auto-translation bot that can automate translations of Missions. The intent with this tool is to not get perfect translations (they can be quite bad), but something that could work as a base, and still let you experience the game without understanding English. This could then be improved by contributors or proper language services if I can find the extra spend.

One Giant Leap
The One Giant Leap is a new achievement that has been frequently request. This patch releases a testing version of it. The achievement will unlock if you start an Apollo mission from the Pad, Walk on the Moon and return to a safe splashdown back on Earth without using Save States.


Campaign mission completion fixes
I have tried to correct the issue that causes Campaign missions to complete themselves. I have not been able to reproduce the issue but I have a feeling of what it could be. The patch contains the fix, please let me know if it helps.

SIVB Attitude Hold
I have improved the SIVB logic to better hold attitude after CSM/SIVB sep by default (missions can already command its fixed attitude hold target, like in the Apollo 13 campaign), and during TDE where the missions don't specifically program a fixed attitude hold for it. This will now make the SIVB more stable and hold attitude during free play, academy lessons, etc. The attitude hold will be set to the current attitude it has during separation.

As mentioned, both the separation attitude and extraction attitude can currently be configures in the details of a Mission, so this only applies to missions where this data is not set.


Atmosphere & Star Rendering fixes
Two very different things but I have spent some minor time trying to fix some bugs in atmosphere rendering, and made some improved logic for star rendering. The main issues with the atmosphere was some hard lines breaking the immersion of the fade from Air to Space, especially visible in Mercury. I have yet to figure out the bright "shooting star" flashes.

The star renderer has also been improved to better let me control each star object. I have yet to complete this but the aim is to change their exposure settings based on if you are on the day or night side of Earth/Moon.


Skylab rendezvous and docking fixes
I have yet to be able to reproduce some strange behavior for some players who approach the Skylab. I have added some more logging to this, so please let me know if you still experience this.

Patch Notes:
  • One Giant Leap achievement
  • Gemini/Agena and Command Module/Skylab rendezvous: delta distance at Apogee (Mission Pad > Map)
  • Rendezvous Plot Graph: Gemini/Agena, CSM/LM (Lunar Ascent), CSM/Skylab
  • Campaign mission completion fixes
  • Updated Rendezvous checklist and Gemini campaign to reference the new rendezvous methods
  • Atmosphere Rendering fixes
  • Star Rendering updates
  • SIVB logic to improve attitude hold after CSM/SIVB sep and during TDE where the missions don't specifically program a fixed attitude hold for it
  • Skylab rendezvous and docking fixes
  • Added a lot of new translatable keys to the files, making it possible to translate more of the UI
  • Merged in more UI language contribution files for:
    • Chinese (partial)
    • French (partial)
    • Russian (partial)
    • Brazil/pt (partial)
    • Spanish Automatic translation testing