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Reentry - A Space Flight Simulator News

Update 0.995 is out! - Alignments, CM entry guidance, tuning & bug fixes


The 0.995 patch mostly contains bug fixes (2 blocking) and minor improvements. The biggest changes are some core fixes to the IMUs in Gemini and the Command Module, and ascent guidance for both the Titan-II and the Saturn V.

Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.

Initial CM Entry Guidance
This update rolls out the first (originally planned for post 1.0) entry guidance logic designed to make you survive entry in AUTO mode (PGNCS controlled). I decided to roll this out before 1.0 to start testing and gathering data (will it actually make you survive). I still recommend the manual entry mode but if you want to try this, set the CMC to AUTO and keep a steady hand at the manual takeover. :)


Cockpit Layering Alignments
Some major changes has been done to the cockpit layering alignments. This will improve the relative movement of the camera inside the cockpit and it's view out through the windows. This will let you better see the angle and differences of docking targets from both the commanders and pilots side for example.


Blocking fix: Ascent Guidance
There has been some recent reports of broken ascents in Gemini and Apollo due to the alignment updates in 0.994. This update should fix this.


Mission Messages
I have changed so the messages you get when making radio requests, planning burns and requesting pads gets injected after the current message (so it won't render above current message) and some changes to TTS related to this. They are also colored differently so its easier to see that something has been injected into the queue.


Lunar Contact light
Decided to make the blue lunar contact light in the Lunar Module nicer. :)


Thanks to everyone who has been providing feedback, reporting issues and a special thanks to all the Test Pilots!

Change log:
  • IMU pad alignment corrections for CMC/SLV
  • IMU pad alignment corrections for Gemini/Titan
  • Gemini Titan and Apollo SLV ascent guidance
  • Blue LM Landing light fixes
  • Gemini cockpit view alignments
  • Command module cockpit view alignments
  • Lunar Module docking view alignments
  • Made so request and prioritized messages will be added 2nd in line, below current message
  • Made so the request and prioritized message boxes are colored differently
  • Added first version (designed to survive) entry using the AGC / PG&NCS
  • Dynamic Skybox Updates
  • Update Notes spacing
  • RCS Jets label updates to Apollo Switch Dictionary
  • Minor cl changes regarding entry pad request for earth entry.
  • Typos

Update 0.994 is out! - Unity Engine update, Alpha-Feature opt-in, bug fixes


The main part of the 0.994 patch is a major upgrade of the rendering engine. Finally, after a couple of years in Unity 2019, the engine has been upgraded to the latest Unity Long Term Support version (2021.3). This affects most aspects of the game so you might notice some improvements to graphics, antialiasing, and performance. Due to the size of the project, please expect some upgrade-artifacts that is yet to be detected.

Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.

Unity 2019 -> Unity 2021.3 Upgrade
The rendering engine Reentry runs on has been stuck in version 2019 due to being required to use some features that was deprecated in Unity 2020. The major blocking feature was the research I was doing related to the preliminary VR implementation. This implementation has now been deprecated and move to a dedicated branch named VR.

Along with this I have been working a lot on performance optimization and rendering to improve the visual quality of the sim. You will most likely not notice much here but iterations on this is always a step in the right direction.

With this update, Reentry runs on a modern engine at the latest stable version. This can also fix bugs related to unity engine crashes, but also at the same time introduce new. I wanted to do this update asap, so we can get your experience reports on it before the 1.0 milestone.


Launch, Ascent and the Atmosphere
The launch areas has had some offsets and been moving around a bit during EA. I have now fixed these and positioned things correctly, as well as increased the resolution and quality of the area around launch. This is visible during ascent. I have also made some tweaks to the rendering of the atmosphere.


Quickstart changes
One of the most important parts of the game for new players is the quickstart. This has been modified and updated to only contain two missions, where the focus is camera control, interaction, checklists, maneuvering and mission execution, just to get you started.


Roadmap
A first version of an in-game roadmap has been added. It does not yet contain anything post 1.0 (this will be announced soon), but will be a central location where you can read up on the main features of the game and their goals/purpose.


Fixed the LM LGC sequential button press bug
When running a checklist in the Lunar Module, and the checklist contains multiple presses on buttons such as the LGC buttons, they would automatically proceed as you had been pressing the button in a previous step. This annoying bug as finally been fixed.


Camera snap points
Using the Function keys or the View Selector to move the camera will now also snap the cameras orientation to a predefined orientation that makes more sense with the view. This will make you see the COAS directly when pressing the LM Overhead camera, or seeing the Optics in the CSM when selecting the LEB view, or seeing the ECS in the LM even if its behind you, or seeing the Computers when you select a computer view, etc.


Virtual Reality
The current preliminary VR implementation has been scrapped and moved to a dedicated branch to allow for the engine to be updated from 2019 to 2021.3. This was required to start implementing the new VR implementation as it was with Unity 2020 that the methods used for VR was changed. This has been planned and the new VR implementation will be leveraging what I learned from the preliminary implementation.

If you still want to use the old VR version, you can find it on the Steam Betas Tab, on the branch named Virtual Reality.


Alpha Features
Alpha Features not part of the core game targeted for the 1.0 milestone has been marked as alpha features. You can opt-in or opt-out from any of these incomplete features from Alpha Features section found in the bottom of the MAIN MENU -> SETTING page. Simply enable the features by using the check box and restart the game to install the bits.

If you are using the Alpha-Floor branch and it contains alpha-bits, these features will always be enabled.

Alpha features are features like:
- Mercury Control Center
- Apollo Mission Control
- Challenges
- Virtual Reality
- etc.

Thank you for playing Reentry, and to everyone who has been reporting issues and provided suggestions! A special thanks to all the Test Pilots who have been part of testing these bits.


Change log:
- Major change: Updated the rendering engine from Unity 2019 to latest 2021.3 LTS
- Major change: Updated internally used libraries to support latest version of reentry
- Major change: Old VR implementation moved to a dedicated VR-branch.
- Performance optimizations in all programs, and rendering stability
- Some minor changes to the Earth atmosphere
- Overhaul of the Quickstart campaing
- Added a road map, will soon be populated with post 1.0 features
- Alpha Feature opt-in
- Moved the Mercury ascent data down
- A lot of updates to missions, language, dictionary and campaigns
- Fixed the Checklist Run feature related to Lunar Module button presses
- Made so the camera snaps to an orientation when using the function keys/view selector
- P12 LM ascent guidance updates

Reentry has been patched to 0.992



Reentry has been patched to 0.992 and contains the following changes:
  • Gemini radar lock-on light does not extinguish after radar is turned off
  • LM ascent stage cutoff immediately after ignition during lunar ascent in some save states
  • UMA rebuild (rendered only headsets in character editor)
  • Removed deltaRoll from logs
  • Gemini SII lights amber during SII burn (race condition)
  • Mercury ECS temperature fixes
  • Mercury Temp Check updates
  • Gemini Rate Command thruster fix
  • Fixed loading data screens for MCC and MOCR
  • Added missing Para and Para Jett buttons to Gemini Checklist Dictionary
  • Gemini TTR (Time to Retro) OBC variable fixes
  • Dynamic Skybox refresh fixes
  • Mercury LES abort propulsion visibility in Virtual Cockpit fixes
  • Mercury LES jettison burn timing
  • A lot of typos corrected

Update 0.991 is out! - Gemini OBC updates, lot's of fixes


The 0.991 update is all about fixing issues and improving existing systems. It comes packed with multiple fixes and aims to improve the overall experience while playing Reentry - An Orbital Simulator. The major changes are bug fixes across all programs, the introduction of UI scaling, and some great improvement to the Gemini Onboard Computer.

Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.

Gemini Computer updates
The Gemini Onboard Computer (OBC) has received some major changes and will break some of the procedures you are used to. The Gemini Computer and Gemini Burns lessons has been updated to reflect the changes.


In short, the COMP light is used as a cue to when you should execute the burn. After the planned burn parameters has been inserted into the computer and the catch-up program enters its closed-loop functionality (basically everything is set up for the burn), the COMP light will extinguish 2 minutes before the burn, and illuminate again when you should execute the burn. This can be used together with/replace the use of the Event Timer for Gemini Burns.


The MDIU (Gemini Display) has also become more realistic by spending time (up to 3,5 seconds) to display data, and plays a sound effect as the dials rolls to the target value.

The Memory Core map checklist has been updated, as well as the checklists for burns (circularize and rendezvous). Most importantly, you will need to use Core 84 as the time to ignition if you need this, but its recommended to use GET from Ground, or the time from the PAD to know this.


You will need to press CLEAR before any new input string to the OBC (should already be a habit), and new logic will reset the display (all digits return to zero) if you enter a string incorrectly (exactly 2 digits for READ OUT and 7 digits for ENTER). Computer lesson will walk you through this as well.

I have also started to convert a lot of the internal data and messages shown on the OBC from metric to imperial (nmi alt etc).

UI Scaling
This is the first iteration of a UI scaling solution and provides you the capability to change the size of the UI. Currently it can be changed from the Main Menu -> Settings, and lets you scale it between 0.5x to 2x. The scaling will affect most of the in-game elements, and once I see if the system is working, I will apply this to the rest as well.



Apollo ECS timescale stability
I have improved the stability of the Command Module ECS, the Lunar Module ECS and the CSM Fuel Cells during time scaling. This should trigger less master alarms and false warning lights while time scaling. It requires more work but its a good start.


Gemini OAMS and jet thruster updates
I have been fixing the Gemini OAMS and jets when it comes to logic and fuel consumption.

Mercury attitude during entry
I have applied a similar logic to Mercury as both Gemini and Apollo has, where the Mercury capsule should follow its aerodynamic attitude during atmospheric flight.



Critical fixes
The full list of changes can be seen in the bottom of this post but I wanted to highlight some of the more critical bug fixes this update will address.

1. Stuttering
The dynamic skybox caused stuttering at frequent intervals during pad operations. This has been addressed and fixed.

2. S-IVB rotating when extracting the LM
The Apollo Saturn S-IVB stage rotates independently from the CSM as the CSM is docked with the Lunar Module, while the Lunar Module is attached to the S-IVB. This looks strange but also prevents you to extract the Lunar Module.

3. More comms during Mercury pad operations
After watching the streams from Raiz Space as he was playing Mercury, I wanted to improve the comms and feedback while performing ground operations. I have added more messages and feedback as you switch to internal power and perform abort tests.

4. Checklist Guidance System fixes
I have fixed bugs and issues on the Checklist Guidance System. Specifically one bug worth mentioning was that when you press RUN on a checklist, the first switch would not be visible and you would need to either clear the checklist or find it yourself. This has been fixed, finally. Also fixed so that the highlighter would stop showing a spring switch as an "error" because it springs back from for example UP to MIDDLE.

5. Fixed the coloring of the Lunar Module Guidance Computer display warning lights and made the CO2 gauge functional again. Also improved the Lunar Module light test logic.


6. Updates to the Gemini lock on radar and ranging, and made the suit/cabin temperature selectors between the seats functional.


7. Corrected so that the 0.05G light in Mercury is green, and not red.



THANK YOU!!
I'm very happy with what the game has evolved to become, and it's already way beyond what I ever imagined the title would become when I first started out back in 2015. This is all thanks to the invaluable feedback and active participation of you, our dedicated player base and community. With over 2,500 members on the Official Reentry Discord server and 1,500 subscribers on YouTube, I'm grateful to have each and every one of you alongside me in shaping this game. Thank you!

What you now see in the 0.9 patches will be close to what you can expect for Reentry - An Orbital Simulator 1.0. I have a solid fundament of all the core systems needed for the Mercury, Gemini and Apollo missions and the tech to support a lunar mission with a landing on the Moon, including lessons and campaigns to well cover all of the crafts. However, this is a dynamic product, meaning that 1.0 is just the beginning of the journey towards 2.0. After the 1.0 milestone and the removal of the Early Access flag, the focus will remain on improving what the game currently is, while also introducing completely new features and space crafts to the game. If you are curious about the Early Access foundation for the game, I recommend you to read the Early Access interview accessible from the games page on Steam.

So again, thanks to everyone who have been reporting issues, providing feedback and testing the game, and a special shoutout to the community and the Test Pilots!


Apollo 9 in real-time in the "Project Apollo - NASSP" add-on for Orbiter
XPBoeing is currently performing the full Apollo 9 mission in NASSP for Orbiter live on YouTube. If you are interested in learning more about the Apollo Command Module and the Lunar Module, this guy plays the entire Apollo 9 mission in real-time (yes, many days) following the sleep schedule and the real flight plan astronauts and mission control used during Apollo 9 over 50 years ago. There is a lot to learn here for those who want to dive into Apollo.
You can see the videos here: https://www.youtube.com/watch?v=SyCY5XVvABE&ab_channel=XPBoeing


0.991 release notes
  • Made so that the Gemini COMP light gives you a cue to when you should burn. It will now extinguish 2 minutes before a planned burn, and illuminate when the burn should start.
  • Remade the MDIU logic. Digits will now spin in sequence and make some noise as irl.
  • Changes to the OBC:
  • --> Clear needs the be pressed before inserting a new string of data (2 digits for READ OUT, 7 for ENTER)
  • --> The INPUT will CLEAR if you try to enter an illegal input string (it is required to input 2 digits for READ OUT and 7 for ENTER, no less, even if the next digits would complete your input string.
  • Fixed the issue that made the S-IVB rotate even when docked with the LM as it's still attached to the LV
  • Fixed the Apollo CM pre-flight states (basically the panel state used in for example the T-25 min state)
  • Mercury: Added more comms/messages when executing pre-flight tasks like abort capability test
  • Fixed some bad stuttering in the Apollo CSM during pad operations
  • Updated the Gemini MEMORY CORE checklist
  • Converted some of the internal values in the Gemini OBC from metric to imperial
  • Corrected bug that occasionally prevents the Checklist Guidance System to highlight first switch when running a checklist
  • Updated the Gemini Burn tutorial to mention the new use of the COMP light before a burn
  • Updated the Gemini OBC tutorial to reflect the new OBC MDIU changes
  • Updated the coloring of the Lunar Module LGC warning lights
  • Initial stabilization of the CSM ECS during timescale
  • Initial stabilization of the LM ECS during timescale
  • Fixed the CO2 gauge in the Lunar Module
  • Updates to the Gemini Radar and its Lock-On light
  • Fixed so the material on the light bulbs in Gemini works again
  • Minor updates to the Gemini ECS system
  • Added the Gemini Suit/Cabin temp selector (between the seats, center)
  • Updates to the Lunar Module academy lesson 1 - ingress and lesson 2 - activation to correct the initial panel state and lesson logic
  • Fixed so a mission command that requests a switch (highlighter shows) will be removed when the switch is correctly set
  • Fixed so that the highlighter would stop showing a spring switch as an "error" because it springs back from for example UP to MIDDLE.
  • Updated the logic behind the CM and LM light-tests and caut lights in the Lunar Module
  • Updates to the CSM and LM ECS systems
  • Fixed more typos here and there
  • Fixed the red/amber 0.05 g light in Mercury, it should be green
  • Generic Canvas Scaling setting
  • Gemini OBC core updates. Procedures should be changed and the core memory map should be updated, along with missions and lessons.
  • IMU STBY/OPER timer issues corrected
  • Lot's of LM lesson 5 and 6 updates
  • COAST -> COAS texture change in the CM LEB
  • Apollo LES thrusting updates
  • Checklist Editor step rendering info updates
  • Added a Description field to the checklist that will make it easier to read the file manually (json)
  • Overhaul of the OAMS fuel system
  • Overhaul of the OAMS jet system
  • Updates to the Gemini OBC Cores
  • Gemini Star Rendering updates
  • Reversed the CSM FWD HATCH PRESS EQUAL vlv
  • Lunar Map ap/pe flag labels set to apolune and perilune
  • Mercury dynamic entry attitude updates
  • Doubled the resolution of panel 225, 226 and 229 in the CSM

Update 0.99 is out - Improved Moon Data, Updated Apollo Mission Pad Maps, Fixes


The 0.99 update contains a lot of fixes related to the Moon dataset and improves the maps used in the Apollo Mission Pad. In addition, a lot of bugs has been addressed.
This is the first of multiple 0.99 patches with the primary goal of fixing bugs and improving game mechanisms. I will soon publish a new post with the update roadmap for Reentry 1.0 to 2.0.

Note: If you are experiencing issues with this update, you can always revert to an earlier build using the Steam Betas Tab.

Improved Moon Data
The update will double the lunar texture data set resolution used during lunar orbital maneuvering. The height data set is improved from 8k to 23k and the lunar color map is improved from 8k to 16k.

In the image below, the top image is the old system (including normal shadows), while the bottom image is the new system (but without normal shadows, making it look flatter - however, you can still see the improved level of detail).



Update of the Moon Planet Shader
The shader that has been used to render the moon during orbital maneuvering has been updated. The update will render normals and diffuse shadows better, and has support for detail mapping. The two images below compares the shaders. Top image is the old shader with the old dataset, while the bottom image is the new shader with the new dataset.


Another comparisson:


Mission Pad: Lunar Map
The lunar map is an important tool used during Lunar Navigation and orbits. With permission from the Aeronautical Chart Information Center, United States Air Force and Lunar and Planetary Institute, the entire texture set used to render the map in the Mission Pad has changed. In addition, I have added the ability to zoom and pan the maps in the Mission Pad.


You can now use the map to identify what craters you are seeing through the windows of the CSM/LM and better be able to learn the surface of the Moon.



Mission Pad: Earth Map
I have added a similar feature set to the map of Earth. The Earth Map now supports zooming and panning, and an improved texture.


Reference trajectories are visible on the map to compare your trajectory, and radio stations has been added to Apollo (like in Mercury and Gemini).


Lunar Module Flight Manual updates
The Lunar Module flight manual has also received its first update in a long time. Sections has been rewritten and new content has been added.


A summary of the update can be seen in this video:
https://youtu.be/aUJYIOQtJ5c

List of updates

  • Apollo: Doubled the Moon Textures and Heightmap
  • Apollo: Rewrote the Moon shader and tessellation to better support PBR and normal mapping
  • Apollo: Improved the Lunar Map
  • Apollo: Improved the Earth Map
  • Apollo: Major updates to the Lunar Module manual
  • Apollo: Lunar Descent Guidance updates
  • Apollo: Lunar Ascent Guidance updates
  • Apollo: Lunar Ascent Engine fixes and visual changes
  • Apollo: Orbit View Updates
  • Apollo: CM/CSM switch checks in the Caution & Warning System
  • VR (all programs): Debrief Menus input support (like the in-game menu)
  • Typos in Missions and Dictionaries
  • Apollo: Corrected the issue preventing ascent stage to enter the TSS. It would flicker/dance/teleport around the CSM after final undock and prevent large timescales.
  • Apollo: Initial Save State support for Lunar Ascent staged state (saving after CSM/LM docking post-ascent)
  • Delete/Reset Storage button should now work (TM)
  • Fixed the Player Character from being invisible with only headsets visible


Thanks to you all who have contributed and provided feedback to improve this game!