1. Reentry - A Space Flight Simulator
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Reentry - A Space Flight Simulator News

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]

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]