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Reentry - A Space Flight Simulator News

Reentry has been updated to 0.99.85 - Gemini, Academy, game storage fixes

[p][/p][p]This patch continues to iterate on game content where I have improved the Lunar Module Academy, the Gemini Academy and multiple Campaign missions. It also fixes issues with the games storage system, bugs, and improves the Gemini Virtual Cockpit to better take advantage of its features.[/p][p][/p][p]Note: This update touches the games core storage system. If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.84.[/p][p][/p][p]Game Storage
There has been some reports where users has been unable to launch the game if the games storage file for some reason gets corrupt. This patch tries to improve how the storage system works, and rolls out multiple changes to it. When you launch the game, your existing storage.rsf file will be migrated to the new game.rsf file.[/p][p]These files are located in the System folder for the game:
%appdata%\\..\\LocalLow\\Wilhelmsen Studios\\ReEntry\\System[/p][p]I addition, if the game detects an issue with the game storage file, like it being corrupt, it will re-generate a new file.[/p][p]Please let me know if you stumble upon any issues related to the migration of the storage files and if this fixes the issue where a corrupt file prevents the game from reaching the Main Menu.[/p][p][/p][p]False Mission Completion in Campaigns
I finally managed to track down and fix an issue where a campaign mission can get completed, without actually having completed it. A bug existed in the reload mission logic that could cause a mission in the campaign to falsely get flagged as completed. This could potentially unlock achievements for completing missions you haven't completed. This issue was triggered when pressing the RELOAD MISSION from the in-game menu.[/p][p][/p][p][/p][p]Mercury Orbit changes during flight
Blocking issue: I made a fix where a dev-tool from the Retroburn Planner development was left enabled (two patches ago). This dev-tool would alter the Mercury trajectory by pressing H/N on the keyboard. This accident made it possible to unwillingly and magically alter the Mercury orbit without even knowing, causing strange questions while trying to complete Mercury missions.[/p][p][/p][p]Major Lunar Module Academy overhaul
As promised in the previous patch I made a major overhaul of the Lunar Module Academy. As with the Command Module Academy overhaul in the previous patch, the overhaul will improve message stacking, highlighting and most lessons has received additional content and things to teach. I have received great feedback about the work done to the Command Module Academy, and I hope this will improve the experience you have in the Lunar Module Academy as well.[/p][p][/p][p]Gemini Academy fixes
I continued the efforts done to the Command Module and the Lunar Module Academy to also improve the flow of the Gemini Academy. This fixes similar issues like message stacking, and improves the flow of each lesson.
[/p][p]Gemini Target Vehicle placement in orbit
I improved the logic related to the placement of a rendezvous target vehicle like Agena or another Gemini craft. This makes it easier to control where the target vehicle is in orbit during pre-launch. I used this to improve the mission design of the Gemini Scenarios and in the Gemini Campaign. This will make the rendezvous happen faster (compared to the potentially 14 hours after ignition you might have experienced), and I have tried to design so the launch window happens with a scheduled rendezvous/docking in daylight.[/p][p]Credit: Screenshot by Louis / Discord[/p][p][/p][p]In addition I added a small suggested Flight Plan in the Gemini Rendezvous/Docking scenarios (Scenario 1 and 2). You are free to follow them if you wish.
[/p][p][/p][p][/p][p]Command Module holds attitude using the RCS instead of TVC during SPS/S-IVB burns
I fixed an issue that caused the RCS jets to fire to hold attitude during SPS burns. Even with the currently simplified TVC (Thrust Vector Control) logic of the SPS engine, the engine should be able to damp rates and make attitude corrections without the RCS jets kicking in.[/p][p]Credit: Screenshot by GeometryPrime / Discord
[/p][p]Apollo player? Disable the Enable Prograde Rotation setting: Having the unrealistic Prograde Rotation realism setting enabled, combined with this issue, could potentially consume a large portion of the total RCS fuel/helium. [/p][p]For any Apollo mission I highly recommend you to turn OFF the Enable Prograde Rotation realism setting, and turn OFF the Simplified ORDEAL realism setting.[/p][p][/p][p]Gemini Attitude Direction Indicator Improvements
I have remade the Gemini Attitude Direction Indicator (ADI) to better visualize your attitude. This is a tool that is frequently in use during Gemini Missions, so improving it was long overdue.[/p][p]The update makes a major overhaul of the ADI ball textures to make it closer to the real ADI ball, and changes some of the marks to more accurately show the actual Pitch and Yaw. It also improved how the textures looks towards the spherical poles of the ball used to render it.[/p][p]I also added a new model of the SCALE RANGE knob used to set the precision of the error needles. This makes it easier to understand what the knob is for, and has a better line/mark to show its current selection.[/p][p]I also added a Roll Rate Indicator on the top of the ADI. This will show you the current roll rate of the Gemini craft.[/p][p]The old needles were not as precise on showing you exactly where the the Pitch & Yaw Index Marker is (that white dot in the center - with alignment wings), and how the Pitch Bar and Yaw Bar is placed relative to it. This has now improved.[/p][p][/p][p]For comparison, this is the old model and logic:
[/p][p][/p][p]Gemini Clocks improvements
Another important tool used during Gemini missions are the clocks, especially the up-until-now missing second hands on the watches. During a Gemini mission, the crew and the procedures often uses timers and the Event Timer to keep track of things. This update improves the clocks by adding the second hands, and improves the hour hands to better visualize the current hour of the day (it can now move between numbers). It also fixes previous alignment issues with the marks on the clocks, and lowers the hands closer to the background to make it easier to read the time from angles.[/p][p][/p][p]The clock on the Pilot side has also improved with similar logic and the marks has been corrected. It previously had, by accident, 6 marks between an hour, and not 5.[/p][p][/p][p]For comparison, this is the old clock:
[/p][p][/p][p]Gemini Cockpit fixes
I made some improvements to the general cockpit model where I improved the circular gauges (less visible polygons), light indicators and labels. Some fonts has changed, some text has gotten bigger and some gauge backgrounds has been completely re-made. I have also inverted the IVI lights as I stumbled upon a fact where I realized I had inverted the masking of the lights.[/p][p]All of these changes is a step in the right direction and retries to replicate the awesome and slightly messy looking panels of the Gemini craft.[/p][p]For comparison, this is the old Commanders View:[/p][p][/p][p][/p][p]AGC Octal Rendering
I continued to work on the AGC Octal Rendering logic introduced in the previous patch. The main intent of this logic is to move towards the realistic procedures when it comes to the DAP, P52 REFRSMMAT and P23 CISLUNAR NAVIGATION procedures.[/p][p][/p][p][/p][p]Sound Effect issues
I fixed an issue that would prevent the RCS jets of the Mercury capsule to trigger the sound effect when the AUX damp or Rate Command modes would try to damp the rates, and an issue with the Gemini OBC dial roll movement sound effect that could make it hang up playing the sound effect in loop.[/p][p][/p][p]Patch notes:[/p]
  • [p]Fixes to the game storage save/load system[/p]
  • [p]Fixed an issue where historic missions and campaigns could be completed without actually completing it[/p]
  • [p]Apollo LM Academy fixes and improvements[/p]
  • [p]Improvements to the Gemini Academy[/p]
  • [p]Updates to the Gemini scenarios[/p]
  • [p]Updates to the Gemini Campaign (2)[/p]
  • [p]Fixed an issue with the SPS/TVC and RCS fuel consumption and switching logic[/p]
  • [p]Made so the Mercury Vertical Speed indicator only works in the atmosphere[/p]
  • [p]Continued to fix Gemini switch and button colliders[/p]
  • [p]Increased the Gemini Re-Ent Cmd (RCS) rate, it was too slow to be used[/p]
  • [p]Gemini Virtual Cockpit panel fixes[/p]
  • [p]Improved the Gemini ADI[/p]
  • [p]Improved the Gemini clocks to include seconds and better hour display[/p]
  • [p]Removed the H/N Mercury burn dev-tool that would adjust the mercury orbit[/p]
  • [p]Continued to iterate on the AGC OCTAL rendering[/p]
  • [p]Fixed an issue that prevented the thruster SFX to play during rate reduction logic in Mercury Rate Damp and Rate Command modes[/p]
  • [p]Fixed an issue where the Gemini OBC roll dial SFX could hang up, playing in loop[/p]
  • [p]Fixed an issue in the Gemini ascent guidance logic that could potentially interrupt parts of the yaw steering guidance[/p]

Reentry has been updated to 0.99.84 - Better Academy, Quality-of-life, Fixes

[p][/p][p]This update includes a series of improvements, fixes, polish, and quality-of-life enhancements across Mercury, Gemini, and Apollo. I want to get rid of the main things causing friction during a playthrough.[/p][p]I have continued to balance the Gemini RCS/OAMS fuel consumption based on feedback, made a major overhaul of the Apollo Command Module academy (3 out of 4 Academy overhauls is now complete), and made a lot of fixes to both new and old reported issues.[/p][p]As you have seen in the latest few patches, and with 1.0 release getting closer and closer, I have a solid focus on polish, QOL and fixes to the current features and issues. As a solo developer working on this passion project, the game will always have a few rough edges, but I’m committed to giving it my all and making it the best experience I can for you. [/p][p][/p][p]Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.82.[/p][p][/p][p]Gemini Fuel Balancing[/p][p]I’ve continued refining the Gemini fuel balancing and increased the available fuel. A minor calculation issue from my part made the amount of fuel in Gemini a bit lower than what it was in real life. This should fix the reported issues related to this (at least from my own testing), however, finding the optimal balance will take some time, as the available fuel on Gemini is quite limited. [/p][p][/p][p][/p][p]Improved Apollo Command Module Academy[/p][p]This update will improve the experience you have in the Apollo Command Module Academy lessons. There will be less stacking of awaiting messages (the message queue squares in the communication box), and each lesson has become better at showing you where things are and highlighting switches.[/p][p]I have also rewritten and added a lot to each lesson to better describe systems and events. I hope all of this makes it slightly easier to learn Apollo. I will do a similar job with the Lunar Module Academy in a later patch (the Mercury and Gemini Academy received an overhauls a while back).[/p][p][/p][p]Interaction Highlighter vs. Attention Highlighter:[/p][p]This patch continues to improve the Interaction Highlighter and the Attention Highlighter.[/p][p]I mentioned this briefly in the previous patch notes, but the Attention Highlighter is used to show where something is, without the need of interacting with it. Previously they had the same color, making it hard to distinguish between the two. This could result in accidental interactions with switches that was simply just highlighted to show you where something is, without having to move it. The Attention Highlighter is now of a lavender color compared to the ice blue color of the Interaction Highlighter.[/p][p][/p][p]Mission Pad Transcript fixes[/p][p]The radio transcript stored in the Mission Pad -> Transcript page has been improved and fixed across all programs. This fixes a previous issue that caused the entire page to go blank if the transcript became too long (such as in the longer Historic missions). It also changes the timestamp of each message to use GET/MET after liftoff, and UTC before liftoff.[/p][p][/p][p][/p][p]Mercury Periscope Altitude estimators[/p][p]I have implemented the altitude estimators on the Mercury Periscope. This is a fully mechanical device that can be used with the view of Earth through the periscope to estimate what altitude you are at. You can center the Earth in the periscope and use the altitude knob to move 4 lines. When all 4 lines intersect with the Earth Atmosphere, the device will estimate your current altitude. This is a backup system and used during emergencies only.[/p][p][/p][p][/p][p]Sound Effect stuttering fixes[/p][p]I have fixed the sound effect that goes through a continuous PLAY/STOP loop that causes the sound effect to re-start each frame for some users. This applies to the Mercury Landing Bag and the Gemini thrusters during Rate Command.[/p][p][/p][p]Improved button press logic between DSKYs on MDC-2 and LEB[/p][p]I have improved the Interaction Highlighter logic when it comes to the DSKYs on Panel 2 (MDC-2) and the Lower Equipment Bay (LEB). If you are experienced with the Command Module, you might have noticed that you have two available DSKYs to interact with the CMC. The checklists RUN feature will now accept input from both DSKYs, and no longer require you to move up to the one on MDC-2. [/p][p]The highlighter has also been improved to render a highlighter on the buttons closest to you. This means that if you are in the LEB and working on the OPTICS, and you RUN a checklist or receive an input command from the Mission script, you will see the highlighter on the DSKY closest to you. If you move during this, it will refresh this and switch to the other DSKY if needed.[/p][p][/p][p]For example, during the P52 REFSMMAT AID checklist, I hit RUN and start to follow the checklist on the DSKY on MDC-2. The RUN system waits for me to press \[2] on DSKY on MDC-2:[/p][p][/p][p]However, instead of pressing, I move down to the LEB. The RUN system figures out that it instead should highlight the button the the LEB DSKY, as it is closer.[/p][p][/p][p][/p][p]Apollo ACCEL-G gauge fix[/p][p]An issue that caused the Apollo ACCEL-G gauge to stop working in some cases has been resolved. You should now have a fully functional ACCEL-G gauge during your entire Apollo mission.[/p][p][/p][p][/p][p]Gemini Highlighter fixes for Push Buttons[/p][p]The Push Buttons had an issue where the highlighter would be rendered below the panel. This would make them harder to find for new players. I have refined this logic and fixed the issue.[/p][p][/p][p][/p][p][/p][p]Ocean above the window after Apollo Entry Transition[/p][p]I have fixed a visual issue where the ocean surface would be rendered just outside the ocean when transitioning from atmospheric entry to ocean landing.[/p][p][/p][p][/p][p]TLI and the Command Module Computer[/p][p]I have made multiple fixes related to the TLI burn and the CMC. When you run P15, you will now see the TB6 time on N33 instead of the ignition time. I have also improved the internal TB6 logic and fixed some minor issues to the lights indicating the various stages of S-IVB engine re-ignition.[/p][p][/p][p]EMS ΔV/EMS INCR/DECR fixes[/p][p]I found the issue of why the INCR/DECR buttons of the EMS was a bit unpredictable and hard to work with. The rocker is split into into 4 parts to give you fine control of what value to set, and be able to increase/decrease quickly to large numbers. This logic is now stable and you can single click rapidly, or press-and-hold for continuous motion.[/p][p]I have also animated the rocker to give you visual indications of interaction.[/p][p][/p][p][/p][p]CMC/LGC Octal rendering[/p][p]I have started to implement support for not requiring the SIGN (+ or -) on OCTALs in the AGC (CMC and the LGC). This means that when you interact with OCTALS, such as during DAP setup (NOUN 46), you will not see the SIGN, or require to input the sign when using V21 - V25. You will always need to input the sign on decimals.[/p][p]I have updated most missions, lessons and checklists to reflect this change but I will continue to iterate as I find more places to update.[/p][p][/p][p][/p][p]Minor improvements to some Apollo Command Module panels[/p][p]I have added some additional model details to various switches and controls in the Command Module, and made it a bit easier to find the two covered panels that has a door. These now have a highlighter, and the ECS lessons will teach you where they are.[/p][p]Panel 352 (Water Control Panel) & Panel 351 (Oxygen Control Panel)[/p][p][/p][p]Panel 382 (Coolant Control panel)[/p][p][/p][p]Coolant Control Panel (382) door highlighter[/p][p][/p][p]Patch Notes:[/p]
  • [p]Major overhaul of the Apollo Command Module Academy[/p]
  • [p]Fixed the Mission Pad Transcript page so it won't turn blank when transcript is too long[/p]
  • [p]Mercury Periscope Altitude estimator fixes[/p]
  • [p]Fixed the Mercury Landing Bag SFX stuttering[/p]
  • [p]Continued with finer Gemini OAMS fuel balancing[/p]
  • [p]Fixes to the Gemini-Titan 3 historical mission[/p]
  • [p]Fixes to the Apollo ACCEL-G gauge[/p]
  • [p]Filled some holes in the Gemini Cockpit[/p]
  • [p]Fixes to the Gemini Push Button Highlighter and Colliders to avoid highlighter to show inside/below the panel[/p]
  • [p]Fixed Apollo Entry ocean rendering upon transition[/p]
  • [p]Fixed the Gemini Rate Command SFX stuttering[/p]
  • [p]Corrected so P15 shows TB6 on N33[/p]
  • [p]Fixed internal TB6 event logic[/p]
  • [p]Apollo CM Academy fixes and improvements[/p]
  • [p]Fixed so the highlighter logic supports the dual CMC/AGC buttons, and highlights the closest one to the camera. It also makes to the checklist guidance system (RUN) proceeds if pressing either the buttons on MDC-2 or the LEB.[/p]
  • [p]Fixed the EMS ΔV/EMS INCR/DECR button so it behaves correctly again[/p]
  • [p]Added a basic animation to the EMS ΔV/EMS INCR/DECR[/p]
  • [p]CMC/LGC octal for DAP setup[/p]
  • [p]Minor fixes to some Apollo Command Module panels[/p]
  • [p]Added highlighter to the two "hidden" panels in the CM, and updated Academy lessons to show where they are[/p]
  • [p]A lot of fixes to Typos, Checklist and Missions[/p]

Reentry has been patched to 0.99.83 - CM ECS lesson fixes, Retroburn Planner fix

[p][/p][p]This is mostly a hot fix patch for the Retroburn Planners to properly set the Time to Retrofire timers when clicking the Orange SET button, and a blocking bug in the last mission of the Apollo 13 Historical Mission - a bug that came when I improved the CMC NO ATT logic. [/p][p]In addition it contains an overhaul of the Command Module ECS lessons, and some minor updates to the Mercury and Gemini Save States.[/p][p]The patch also implements a color differentiation between the Interaction Highlighter and the Attention Highlighter.[/p][p][/p][p]Interaction Highlighter vs. Attention Highlighter:
The Attention Highlighter is used to show where something is, without the need of interacting with it. Previously they had the same color, making it hard to distinguish between the two. This could result in accidental interactions with switches that was simply just highlighted to show you where something is, without having to move it. The Attention Highlighter is now of a lavender color compared to the ice blue color of the Interaction Highlighter.[/p][p]All of the four CM ECS lessons has been updated to use this Attention Highlighter to better show you where switches, instruments and gauges are.[/p][p][/p][p]Patch notes:[/p]
  • [p]Hot fix: Mercury and Gemini Retroburn Planner: Fix for the orange SET button to automatically update Time To Retro timers.[/p]
  • [p]Hot fix: Apollo 13 (Historical): Fixes to the last Reentry mission to use V40 N20 to remove the NO ATT flag[/p]
  • [p]Added Pe and EI nodes on the TEI tools entry trajectory predictor[/p]
  • [p]Switch/component attention system: Highlight switch color if lesson only wants to show where something is now has a different color than the one that wants you to move a switch to a different position (interact vs. attention)[/p]
  • [p]Added the Attention Highlighter system to Apollo (previously it was only in Mercury and Gemini)[/p]
  • [p]Refined the Apollo Command Module ECS: O2 academy lesson[/p]
  • [p]Refined the Apollo Command Module ECS: PSC academy lesson[/p]
  • [p]Refined the Apollo Command Module ECS: H2O academy lesson[/p]
  • [p]Refined the Apollo Command Module ECS: COOLANT academy lesson[/p]
  • [p]Refined the Apollo Lunar Module Powered Descent academy lesson[/p]
  • [p]Improved Mercury Save State with some additional internal system values[/p]
  • [p]Improved Gemini Save State with some additional internal system values[/p]

Reentry has been updated to 0.99.82 - Retro planning, Fuel Balance, Improvements

[p][/p][p]This is a massive update with fixes and improvements learned from my own playthroughs, and corrects bugs reported by players. The list is long, so be sure to check the full patch notes in the bottom. [/p][p]The main intent of the update is to improve trajectory control in Mercury, Gemini and Apollo. This includes new tools for retrograde burn planning in Mercury and Gemini, and small improvements to the Apollo Maneuver Planner, Trans-Lunar Injection and Trans-Earth Injection tools.[/p][p]The update also aims to improve the general flow of the game like improved fuel balancing, removal of various dev-flags, game mechanic fixes, and visual/rendering improvements.[/p][p][/p][p]Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.81[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Lunar Landing Report and Crash logic[/p][p]This update rolls out a feature that will measure the impact force on the legs during landing, and is mainly the removal of the "indestructible LM" dev-flag. Previously you would get the landing achievement and mission completion even if face-planted the landing, or landing upside down. [/p][p]From now, when landing, the game will spend a few seconds evaluating your landing attempt. You will receive a short status report containing some key parameters of the landing/impact and a minor landing evaluation. [/p][p][/p][p]If you land too hard the craft will crash and become inaccessible. You can continue the mission in the CSM. When landing, try to stay withing the limits of 8 ft/s vertical and 4 ft/s horizontal, and land on a flat area.[/p][p][/p][p]Retrofire Planners for Mercury and Gemini[/p][p]One of the larger missing pieces for 1.0 and feedback areas was to let players plan their entry trajectory more visually across all programs. I have finally created a new tool for both Mercury and Gemini entry planning (and improved the Apollo TEI tool, see below). You can input the desired GET/MET of when you wish to perform the retrograde burn, and the Tool will visualize the predicated landing area (taking earths rotation into account). [/p][p][/p][p]The tool can be set to the current craft configuration (takes the current Time of Retrofire programmed in the Mercury Programmer/Sequencer, or the Gemini OBC into the Tool) so you can visualize where the landing location of the current programmed ignition time will be, or you can use the tool to test out where various retro fire ignition times would splash down on Earth, and once satisfied, you can insert the parameters directly into the Programmer/Computer automatically (simple), or manually(realistic).[/p][p][/p][p][/p][p]You can now easily plan your entry-to-splashdown in a desired area.[/p][p][/p][p]Trans-Earth Injection Burn Planner improvements[/p][p]I have improved the Trans-Earth Injection burn planner (aka. the TEI tool) to better predict the time of EI, visualize the estimated/planned trans-earth trajectory (just like the TLI tool), and also visualize the predicted landing zone (like the Retrofire planners). You can now, while using the Tool, switch to Orbit View, focus on the Earth to see where the tool thinks you will land. You can use this to plan a burn that will make the Command Module re-enter and splash down in a desired area.[/p][p][/p][p]In addition, the tool supports burn window offsets that can be used to nudge the burn to the next burn window for better entry control.[/p][p][/p][p][/p][p][/p][p]Earth Night Light visibility updates[/p][p]I have updated the logic and shaders used to render the Earths night lights. These lights will now become dimmer or completely invisible as you venture further away from Earth.[/p][p][/p][p][/p][p][/p][p][/p][p]Apollo Guidance Computer fixes[/p][p]I have fixed some stability issues in the core AGC logic, and program flows related to P11 and P15 to allow them to exit as stated in the in-game checklists. They will now behave like the other programs and exit to P00 when complete. Realistically you would see V37 flashing and have to input the program to transition to, this is something I might implement as the game progress towards 2.0.[/p][p][/p][p][/p][p]TLI Tool fixes[/p][p]I have iterated on the burn that will take you on a trajectory towards the Moon and corrected some issues that I have experienced with the planner in my own playthroughs. I have also fixed the time it displays for ignition, what parameters it inputs to the LVDC, and LOI-1 burn estimations. This will make it slightly easier to use as you better see when ignition happens, and when the LOI burn happens. Keep in mind that these are estimates and will slightly deviate from your actual burn. You can correct this with a mid-course correction burn once you have reached Lunar SOI.[/p][p][/p][p][/p][p][/p][p][/p][p]Star Depth Testing[/p][p]I have fixed an issue with the star rendering system/shaders to make it easier to control their lighting, brightness and depth testing. The main issue corrected here is that you would be able to see stars rendering above the geometry of the Earth and the Moon in some cases.[/p][p][/p][p][/p][p][/p][p]Screen Resolution reverting to 1x1 for some players[/p][p]After the Engine Update patch rolled out earlier in the summer, some players has experienced a full screen solid colored square being rendered as the game window when starting the game. This is because an issue in the games initialization logic would, for some players only, set the screen resolution to 1x1. This could be fixed by changing the screen resolution settings in both the INI file and in the games regedit area before launching the game. I have not been able to reproduce this issue myself but have found the most probable cause for this to happen. Let me know if this patch fixes it for you, or not.[/p][p][/p][p][/p][p][/p][p]Lunar Module Battery fixes and monitoring[/p][p]An issue with the Lunar Module battery would show an inaccurate voltage when the battery is disconnected and during light loads. This has now been fixed and the battery readings should now be in the correct range.[/p][p][/p][p][/p][p]Configurable UDP Package Rate[/p][p]For those building panels, hardware, peripherals etc, or those using these: you can now configure the UDP package rate from the games setting. This will make the game send out more frequent update packages to external devices. An additional suggestion was to make this part of the API, so I can eventually look into that.[/p][p][/p][p][/p][p][/p][p]LM pressurization fixes[/p][p]I have improved some of the logic related to the pressurization of the Lunar Module, and improve the instrumentation of this. This will at the same time correct an issue where the pressure gauge would stabilize at a pressure difference on 1.0 instead of 0.0.[/p][p][/p][p][/p][p]Fixes to the Mercury Excess H2O warning cycle and lights[/p][p]A balancing issue with the logic related to the excess H2O causing icing would trigger the Excess H2O warning lights during entry preparations. This was especially visible during cold soaking before entry as you would set the cooling to maximum settings, while some loads are reduced (like turning off the lights). The cooling combined with reduced loads would cause the icing that triggers these lights. This system has now been refined and balanced to avoid these cases during normal procedures.[/p][p][/p][p][/p][p]Removed Sun Reflection blob on Earth ocean[/p][p]I removed the excessive sun reflection blob visible on the oceans of the Earth while in orbit or from far away. This was a very large specular reflection artifact of the lighting model used in the Earth Rendering shader. I have completely removed this feature and will continue to iterate on the general brightness of Earth (being too bright in many cases).[/p][p][/p][p][/p][p]Apollo Maneuver Planner Ap/Pe Nodes[/p][p]I updated the Apollo Maneuver Planner trajectory renderer to also include the Ap and Pe nodes, and lines to easier see exactly where they are during maneuver planning. This is especially useful when you try to plan the DOI (Descent Orbit Injection) - the burn that defines where you land.[/p][p][/p][p][/p][p][/p][p]Lunar Module DPS fixes[/p][p]I have made some fixes to the Lunar Modules Descent Propulsion System to better balance its thrust and better match the landing point predictor before PDI ignition. When you request the PDI, the landing point predictor will follow a brute force algorithm and show you where it predicts the craft to land. Keep in mind that the landing predictor only have a minor influence of the descent guidance. The descent is mostly set by the orbits Pe point, where it is, and what altitude it is. The DOI burn controls this (the new Ap/Pe nodes on the Burn Planner can help you design better DOI burns).[/p][p][/p][p]Note: Remember to always Reset the tool between each use to avoid inaccurate calculations and predictions.[/p][p][/p][p][/p][p]Transition to Lunar Landing fixes[/p][p]I have improved some bugs related to the lunar landing transition, and started to slowly improve the logic related to this. Some dev-flags are used to reset various parameters during this transition while I have been writing the core transition logic. This patch will remove one of these dev-flags to transform the vertical velocity you have before the transition. This will not affect your descent much but you will see that upon transition, the Lunar Module will have some vertical velocity. At this point the craft is, in Reentry, switched to Attitude Hold mode and the LGC will stabilize the rate of descent so you can control it with the ROD-switch.[/p][p][/p][p]I will keep iterating on this both towards 1.0 and towards 2.0, where the attitude upon transition, orbital velocity, sun position etc. is transformed as well.[/p][p][/p][p][/p][p]Lunar Ascent fixes[/p][p]I have received reports of the Lunar Ascent being unstable, especially during transition from Lunar Surface Rendering mode to Orbital Mode. I have not been able to reproduce these issues but I have improved some of the transition logic and guidance logic related to the transition to potentially fix this. Let me know if this works for you, or not.[/p][p][/p][p][/p][p]Fuel Balancing[/p][p]I have decided that the game is getting ready and more stable to support more realistic fuel consumption. As a first iteration of this I have improved the fuel usage/consumption balancing in the Gemini OAMS, Gemini RCS, CM/SM RCS, CM RCS, LM RCS, CSM SPS and LM DPS. I have also completely removed all dev-flags that would result in infinite fuel (if the fuel was depleted, the logic would still let you fire the thrusters - mostly used during Gemini and Apollo rendezvous work) in any system.[/p][p][/p][p][/p][p][/p][p]TEI planner inserts garbage into the CMC desired attitude noun[/p][p]After using the Trans-Earth Injection tools to calculate the burn that will take the Apollo CSM back to Earth, you would typically see that as you would maneuver towards the burn attitude using for example V49E, the tool would have added garbage attitude into the computer memory. Most players have not cared about this as V25E would be used to set these to all zeros. However, if you would just accept the random values existing in the routine, you would ignite the engines in the wrong attitude, potentially making you crash into the Lunar Surface. I have fixes the issue that caused this. The burn would typically be done using all zeros on the attitude if you use P52 opt 1, or if not, use the attitude suggested in the burn PAD.[/p][p][/p][p]DPS and SPS sound mixing fixes[/p][p]I have changed the sound logic related to the SPS and DPS engines to implement a better transition experience when going from ignition to full thrust, and from cutoff to no thrust. You will now hear the sound fade and follow thrust commands.[/p][p][/p][p]Thanks to GeometryPrime for some great screenshots.[/p][p][/p][p]Update: This patch had two additional rollouts due to metadata and function call changes, the list of features are identical. If you suddenly experienced a new patch, this is the reason for that.[/p][p][/p][p]Patch notes:[/p]
  • [p]Added impact force, velocity and landing evaluations to the Lunar Surface landing[/p]
  • [p]TLI Tool Ignition time display text fix[/p]
  • [p]Apollo Flight Documents pad: Added reference to Apollo 8, Apollo 11 and Apollo 16 documents (flight plan, etc)[/p]
  • [p]Fixed a font glyph issue (visible in all Career tree node texts) after the Unity 6 engine migration[/p]
  • [p]Fixes to the Career tree Gemini Elite Commander note to also require completing the burns lesson[/p]
  • [p]Increased Apollo FDAI drive speed while Time Scaling[/p]
  • [p]Fixed CMC P11 and P15s logic that prevented transition to P00.[/p]
  • [p]Improved the Earth night light rendering to reduce light visibility at distances[/p]
  • [p]Apollo: Fixes to the star rendering depth testing logic to avoid drawing stars over other geometry[/p]
  • [p]Save State: Fixed an issue with restoring the Moon position when loading into an Earth Orbit state in Apollo[/p]
  • [p]QualitySettings/ini SetResolution fixes[/p]
  • [p]Added better coverage of the flashlight in the academy and the loading tips[/p]
  • [p]Made fixes to the LM Activation Academy lesson[/p]
  • [p]Made fixes to the LM EPS Academy Lesson[/p]
  • [p]LM battery fixes for more accurate EPS monitoring and behaviors.[/p]
  • [p]Made the UDP package rate frequency configurable[/p]
  • [p]Mercury reticle camera position fix[/p]
  • [p]Fix to the LM pressure stopping at 1.0 psi diff.[/p]
  • [p]Excess H2O warning logic fixes in Mercury[/p]
  • [p]Fixes to the sun reflection in the 16k and the 64k Earth renderer[/p]
  • [p]Added the Ap/Pe nodes to the CSM/LM Maneuver Planner trajectory[/p]
  • [p]Retrofire Planner tool for Mercury and Gemini (no VR version yet)[/p]
  • [p]Started to improve the Lunar Descent transition logic[/p]
  • [p]-> Starting with vertical velocity[/p]
  • [p]Lunar Descent DPS thrust tweaks[/p]
  • [p]Minor modelling changes to the CM panels[/p]
  • [p]DPS and SPS sound mixing fixes[/p]
  • [p]SPS fuel balancing[/p]
  • [p]DPS fuel balancing [/p]
  • [p]SM RCS fuel balancing[/p]
  • [p]CM RCS fuel balancing[/p]
  • [p]OAMS fuel balancing[/p]
  • [p]Fixed a bug where the TEI tools inserts wrong attitudes for the V49 maneuver[/p]
  • [p]TEI tool landing prediction[/p]

Reentry has been updated to 0.99.81 - Gemini Performance, Agena Undocking, VR

[p][/p][p]This update focuses on Project Gemini where I have been trying to solve some rather brutal tasks. First of all, the update rolls out a fix for the breaking issues related to Gemini/Agena undocking. It also improves rendering performance in both Standard and Virtual Reality, and fixes some rendering artifacts.[/p][p][/p][p]Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.80[/p][p][/p][p]Gemini/Agena Undocking[/p][p]This patch fixes an issue where the Agena would disappear when undocking, only to suddenly snap back and re-dock after 30 seconds. The issue was hard to track down but was caused by the docking/undocking detection logic and the positioning logic happening in different parts of the frame (something that happened during a re-write a few months back). This is not usually noticeable but at orbital velocities, a few milliseconds can become quite a big distance. The issue should now be fixed and you should be able to correctly undock from Agena.[/p][p][/p][p][/p][p]Gemini Performance Optimizations and Rendering improvements[/p][p]I have spent quite a lot of time trying to figure out some of the Gemini performance bottlenecks in both standard and VR rendering. Using the Unity 6 performance and rendering tools I have spent some time updating some rendering shaders and rendering techniques to improve the general performance in Gemini. In addition, I have applied some of the rendering tricks I have used to make it possible to render the Apollo Command Module and Lunar Module panels in real-time to Gemini.[/p][p][/p][p]I have also fixed quite a few rendering artifacts, inverted normals, and reflection probe priority flickering issues that has been visible under various graphics settings in Gemini.[/p][p][/p][p][/p][p][/p][p][/p][p]Patch notes:[/p]
  • [p]Agena undocking teleport fix[/p]
  • [p]Gemini performance optimizations[/p]
  • [p]Gemini rendering fixes[/p]
  • [p]Gemini reflection probe logic updates[/p]