1. Reentry - A Space Flight Simulator
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  3. Reentry has been updated to 1.0.18 - Bug fixes, VR updates, Gemini cockpit fixes

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]
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[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]
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[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]
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[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]
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[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]
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[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]