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Reentry - A Space Flight Simulator News

Reentry has been updated to 0.99.88 - Sound Design, Engine Plume test. bug fixes

[p][/p][p]This updates rolls out a Sound Design overhaul containing some dynamic cockpit sound effects, and RCS jet sounds, adds a new engine plume test to the CSM SPS, LM DPS and LM APS engines (orbit view only), and fixes some critical bugs.[/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 0.99.87.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Sound Design / Soundscaping[/p][p]System Components[/p][p]This update rolls out a system that makes it possible add dynamic sound effects to the Virtual Cockpits. I will start small with the sound design elements, but have added an inverter fan, suit fan and a cockpit fan sound effects to these systems across all programs.[/p][p][/p][p][/p][p]Reaction Control Jets[/p][p]In addition I have worked on the RCS jet sound design where I have added improved logic to make it possible to hear the ON/OFF clack sound effect of the valves opening for various thrusters, and the flow of gas for combustion. Thanks to Dee-Jay for helping me with the RCS sound effects.[/p][p][/p][p][/p][p]Engine Plumes[/p][p]I have rolled out a more sophisticated engine plume handler. It is currently in its initial version when it comes to look and feel, transparency settings etc, but rolling this out as a test for the Apollo CSM SPS, LM DPS and LM APS engines initially. If these seem to work I will improve the visuals of them, and extend the system to also support some of the 2nd/3rd ascent stages of Mercury/Gemini/Saturn V/Saturn IB.[/p][p][/p][p][/p][p]Language Issue on Campaign Pages[/p][p]I have finally tracked down an issue that causes the Campaign Pages to sometimes load the wrong language. For example if you have set the language to English, some users could see the Spanish version of the Campaign pages instead of the English version. This is a rare bug so it was hard to track down.[/p][p][/p][p][/p][p]Checklist Guidance System: Complete a Checklist improvement[/p][p]I have improved the checklist guidance system (the system that handles the two RUN buttons and the checklist steps that are queued up) to internally tag each step with what checklist they belong to. This can make it detect that you have completed a particular checklist if you have multiple queued up. In the future this can be used to more advanced checklist flow as was suggested during my AMA session. But one step at a time, let us see if this implementation works well and is stable.[/p][p][/p][p]Thanks all for reporting issue. I have also detected that some crashes has been reported recently. I am curious if it could be related to Unity 6.1 builds and latest graphics drivers or something, will need to dive a bit further into this as I check out Unity 6.2 and a fix for the lately detected security issue.[/p][p][/p][p][/p][p]Patch Notes:[/p]
  • [p]Fixed an issue with the Lunar Module Ascent Lesson[/p]
  • [p]Made so it is possible to end P79 in the CSM[/p]
  • [p]Gemini Yaw-Steering during ascent guidance fixes[/p]
  • [p]VR: Made so you can move the camera with the keyboard[/p]
  • [p]Fixed so Superimpose can't be UI navigated (Left, Right, Up, Down)[/p]
  • [p]Apollo Command Module Astro/Crew collider check fixes[/p]
  • [p]Sound Design updates[/p]
  • [p]Fixed an issue where the Language of a Campaign could be set to something else than the selected language (reported Spanish language in one or two campaigns, while English is selected)[/p]
  • [p]Improved the checklist guide system to detect if a particular checklist has been completed even if you have enqueued other checklists as well.[/p]
  • [p]Engine Plume test for the CSM SPS, LM DPS and LM APS engines[/p]
[p][/p][p][/p][p]*See another update?
I was testing another build pipeline - no in-game change[/p]

The 1.0 launch window!

[p][/p][previewyoutube][/previewyoutube][p]It is not yet time for the 1.0 release, but it is getting close. Stay tuned for some updates related to my plan towards the upcoming 1.0 launch![/p][p][/p][p]I will be available in the chat for an Ask-Me-Anything (AMA) during the video, and will follow up with an additional AMA session directly after the video.[/p][p][/p][p]Be sure to read the Early Access interview on the games Store Page.[/p]

Reentry has been patched to 0.99.87 - Gemini Ascent, Academy Exams, Storage

[p][/p][p]This small update will fix an issue in the Gemini Ascent logic that, for some players only, caused the yaw steering to fail. It also makes some minor improvements to all the in-game Academy exams (aka. Pilot Certification Flights), improves some of the internal logic of the games Storage system, and adds the missing needle to the 3-pointer Altimeter in the Gemini Cockpit.[/p][p][/p][p][/p][p]I also moved the ROADMAP button on the Main Menu a bit up to make it more visible, in case you are curious about it.[/p][p][/p][p][/p][p]Patch Notes:[/p]
  • [p]Gemini Ascent Guidance fixes[/p]
  • [p]Fixes to the Pilot Certificate Flights (PCFs)[/p]
  • [p]Storage System improvements[/p]
  • [p]Minor Gemini panel fixes (Altimeter)[/p]
  • [p]Roadmap placement on the Main Menu[/p]
  • [p]Fixed a potentially blocking issue related to the Lunar Landing from Launch Pad without using a Save State[/p]

Reentry has been patched to 0.99.86 - Gemini Rendezvous, CSM Fuel Balancing

[p][/p][p]This patch fixes some potentially blocking issues where the Command Module RCS jets consumed too much fuel. I fixed the issue and made some minor balancing to the fuel consumption. This will be iterated upon in the next few patches.[/p][p]The patch also fixes some additional things in the Gemini Target Vehicle positioning logic to allow me to further improve mission designs where the goal is to rendezvous and/or dock with a target vehicle in Project Gemini. I have updated the Gemini scenarios and campaign missions to reflect this change.[/p][p]I continued to perform some minor tweaks to the Gemini panels described in the previous patch, and animated the Gemini ADI balls to torque between platform selections.[/p][p]I also made a change to the Prograde Rotation Realism setting. This setting is relevant in Project Mercury and Project Gemini only as most platform operations are relative to the local horizon. Apollo it generally disturbs the guidance systems. This setting will now only be used in Mercury and Gemini, and always OFF in Apollo.[/p][p][/p][p]Patch notes:[/p][p]- Blocking Issue: Fixed an issue with the Command Module SM and CM RCS jet fuel consumption[/p][p]- Blocking Issue: Updated the Gemini campaign to use Ap circ burns[/p][p]- Iterated on the Agena/Target Vehicle positioning system[/p][p]- Tweaked some of the Gemini panel labels[/p][p]- Fixed so the Enable Prograde Rotation realism setting (ON=unrealistic) is only optional for Mercury and Gemini, it is enforced OFF in Apollo spacecraft as it works against their guidance systems.[/p][p]- Added drives to torque the Gemini ADI balls on platform changes[/p]

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]