A brief update on Reentry version 0.8!

The next version of Reentry (0.8) is still in development, and will contain hundreds of changes and updates to the CSM and the LM systems, as well as general game engine mechanics and updates/fixes for launching from the Pad and landing on the Moon in one go. In addition, many feature requests posted on the Steam Forums and the Discord Server has been added (or will be).
TL;DR: 0.8 main features
- CSM and LM systems (lots of changes here), and a lot of fixes we have identified such as purple rover, LM ascent issues, master alarm etc.
- MOCR to be released to the first public alpha testing round (as we did with MCC Live)
-> Many telelights, buttons, indicators and screens are missing, but will be iterated on in patches and updates going forward. The important thing here is the networking logic, as well as its use during testing sessions
- CSM/Saturn V Abort Modes
- Initial Failure System
-> Many more failures will be added as the project evolves
- Radial burn mode in the SPS burn planner
- P52, option 2
- Lunar Module exterior update
- Campaing IV: The End of the Decade
- More Achievements
- Program Alarms in LGC (1202 for example)
- Mercury Inclination overhaul
-> Mercury Ascent Guidance updates
- A test of a new game mode called Challenges
=> Want to test? Join the alpha builds (warning: very unstable): https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/
To test this, the Test Pilots has been using a preliminary live telemetry client called the Apollo Mission Operations Control Room live (MOCR). This is a similar feature we have seen for Project Mercury: Mercury Control Center live.

The Mission Control modules in Reentry are multiplayer game modes where you can join a multiplayer session where you monitor the spacecraft a player is flying with other mission controllers, just as it was done in real life.
Campaign IV: The End of the Decade
A new campaign has been added where a Lunar Landing mission profile mission is in focus.
Lunar Module exterior update

The temporary Lunar Module exterior model has been replaced with a new 3d model. This includes the ascent and descent stage to give a more immersive and realistic look to it.



Mercury: Inclination overhaul
The major inclination changes I made for Gemini and Apollo has been added to Mercury, and the ascent guidance logic has been modified to account for this.
Apollo Saturn V Abort Modes
The 0.8 update will contain the preliminary system to support the various abort modes of the Saturn V. Procedures will be included in the checklists.
CSM and LM Failures
The same failure system that exists for Mercury and Gemini has been applied to Apollo. The initial version will have some failures included, and more will be added as the CSM and LM evolve after version 1.0.
Audio control from in-game menu and Main Menu settings

This feature lets you fine tune in-game volume. More will be added to this later, but it will let you mute or reduce volume on the various sound effect channels and the new in-game voice comm available in MOCR sessions.
Public MOCR alpha testing
The update will have the bits to start testing and experiencing the MOCR live module. This will make your Apollo missions more immersive, or even easier to learn with real player interactions. Apollo Mission Controllers will be able to join an astronaut controlling the CSM and the LM to see their live data, as well as help them complete their missions.
I have been working closely with Paolo Mangili on making it possible to render his MOCR model in real-time, and used in a game. When you enter the Room, you will be able to experience the Apollo Mission Control room as it was during the Apollo program with a superior level of detail. I have spent countless of hours just enjoying the room and discovering the different details it contains.
You can operate the desk with similar procedures as the real operators did, and the function of the various systems each desk has been written with aim to be as realistic as I could make them. This means you can change the TV channel on each desk as you like, reconfigure your setup to monitor the current mission phase or system in focus, change what the projectors are showing, switch between voice intercom channels to talk with various operators, or even use the Real-Time Computer Complex (RTCC) to calculate burn parameters, TLI, TEI or send DSKY commands to the AGC/LGC (if the astronaut accepts uplink telemetry ofc).
Each desk can be set up as you like and contains a very complex set of systems and features. Each of the TV channels are designed based on real references, or as realistic as possible when creativity or gamification is needed. The polarize switch can for example invert the screen as seen here:

Some of the roles such as Guidance can operate the RTCC. Using a dedicated TV channel and a keyboard-panel to interact with the RTCC software, various programs can calculate and uplink data the CSM and the LM.

Once a program has been started, it can be interacted with in a similar fashion as the Space Shuttle software:

The intercom can be used to speak directly to dedicated channels, to the astronaut, and so on. In addition, a Text-Intercom exists for those who can't join voice.
The room is very complex and will require a modern setup when it comes to the hardware requirements of your PC, such as a dedicated GPU. I have gone as far as I can on trying to make it possible to render this room, but more work is needed. However, I have provided multiple settings to improve performance: If you hit ESC to open the in-game menu, you can switch to "dark mode" to turn off the lights or enable simplified lighting; both modes with a huge performance increase. You can also toggle to render the decoration/non-functional objects scattered around to reduce the drawing rates. More options will be added.

I'm experimenting with a multiplayer experience indicator system. During your multiplayer session, no matter if you are a Mercury, CSM or LM astronaut, or a Mercury or Apollo Mission Controller, you will gain "experience". These are distributed in a level-system with the sole purpose of indicating your level of experience to other players in the room.

So when will this be available?
I don't really know. However, I have rolled out the bits into a dedicated alpha branch on Steam. You can find instructions on downloading the alpha-builds with a mode detailed changelog here:
https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/
Most of the alpha-testing feedback and sessions are happening in a dedicated channel on our Discord server. Feel free to join us! http://discord.gg/reentrygame