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Reentry - A Space Flight Simulator News

Join us on Yuri's night (Monday, April 12th), for a very early preview of Vostok

Join us on Yuri's night (Monday, April 12th), for a very early preview of Vostok for Reentry on the 60th anniversary of the launch of Vostok 1. The event will take place on YouTube, and will be premiered on the following link:
[previewyoutube][/previewyoutube]

When I was researching & developing the True Scale System for Reentry I had to start somewhere. I didn't want to clutter the existing implementations of Mercury, Gemini or Apollo so I created a new Reentry module. The intention was to create a larger world, something that reflects reality and integrates well with the physics engine that Reentry runs on top of, and make it possible to inject this into my existing implementation without rewriting the entire game engine.

It all started with a very large, gray, sphere on a blue background. It was 6371000 units large, and had a very, very, very tiny white cylinder on top of it. I connected this large world to the existing physics engine that was powering Reentry, and tried to solve all the challenges that involved launching this rocket in orbit around this large sphere. Slowly, this sphere evolved into the Earth, and that cylinder was replaced by a 3D model of a familiar rocket not yet in Reentry.

The next big thing was to tie everything regarding the virtual cockpit, camera systems, effects, etc into this new world, and design it in a way that I could still reuse most of the existing components and logic, and that things "should just work". Fast forward a dozen months and the first TSS update for Mercury (0.65) was released, the first step of TSS had reached the public.

In the video that will go live on the 12th, I will give you a glimpse of this very early preview of Vostok. I will follow a similar flight path that Vostok-1 had, while I go through quite a few of the panels and systems onboard the spacecraft.

We have set up a Q&A channel on the the official Reentry Discord channel where you may ask questions about Vostok, the plans for Vostok in Reentry, and in general enjoy this anniversary with fellow space enthusiasts.

Disclaimer: Vostok for Reentry is not yet public and this is a very early preview of the bits I have and the majority of the logic is as it was. I do not have a time estimate of when it will be released, as the current focus is on Apollo and version 0.8.

Update 0.7546 - Bug fixes, CSM exterior, Academy lessons, brighter universe

I'm happy to share that a new update has been released! The main focus has been fixing bugs reported by players and testers.

This update adds two new academy lessons for the CSM:
- Lesson 12 - Optics
- Lesson 13 - TEI lesson

In addition, I have started the immense work of brightening up the entire universe to make it less dark. There is still a lot to do here, and light balancing are needed in various situations. The Apollo CSM has also received a surface overhaul to make it look a bit better from external views.


The following bugs should be fixed:
- Gemini radar and FDI flickering issue corrected
- Apollo Pad Mission to Lunar Landing fixes to prevent the LM to go inside the Moon
- TEI tool warnings (if trying to use it in eccentric orbits etc)
- Lesson 11 - TLI updates
- Cockpit Cursor rendering order
- CSM DAP enabled during LM active flight
- Pyro battery status indicator correction
- C&D checklist fixes (still a few reported lined up)
- CSM LEB Master Alarm button push direction
- EMS functional during SPS and SIVB burns
- Feedback when MARK is pressed
- Prevent entering the LM during Saturn V ascent
- Gemini FDI ball model changes (smooth)
- Apollo C&D Inverter race condition between checklists fixed
- Roll should work in SC CONT mode
- 3 Moons (dev tool) hidden during TEI planning
- Fixed the LM Undocking academy
- Switch and lever hitbox corrections in the CSM
- Docking Probe checklist fixes
- null switch reference in CnD checklists
- Make the CSM integral light switch more reactive
- Fuel Cell reaction cbs prevents the reactant closure on all three FCs
- SCS Electronics Pwr selector to ECA during C&D
- Apollo Mission Editor fixes regarding custom SFX for a mission command
- Disable Default SFX in Apollo mission corrections
- CMS exterior fixes (normals, floating round window)
- CSM layer rendering issue if in Astonaut view on Lunar Surface, then switching to the CSM cockpit
- Typos fixes
- Increased the general brightness of the universe

Hot Fix: 0.7547
I had to roll out a minor patch fixing an issue where 1440p. resolution would prevent you from selecting the new Academy lessons.

Thank you for reporting issues, and for playing Reentry!

0.75 has been released: TSS for Apollo, Optics, Campaign III


I'm happy to announce that the 0.75 update has now been released for public Early Access testing.

The major feature this update brings is the upgrade of Apollo from its old engine to the new TSS-enable engine. In addition, the update contains the groundwork needed by the "Apollo Systems update" such as a more detailed cockpit with almost every switch the Command Module.

The update requires you to use the new Apollo CSM cockpit as the old LOW POLY cockpit no longer fits the new panels. The old low poly model has a high priority on being refitted with the latest panel changes, and will roll out within the next few days. For performance, I recommend setting the reflection probes to OFF first, and then try with LOW or MEDIUM/NORMAL.

In summary, this update contains
- TSS for Apollo
- Command Module Optics: Telescope and Sextant
- New Campaign, covering some of the new features in the Apollo program
- Trans-Earth Injection
- Command Module interior update
- New checklists for the Command Module
- Apollo in-game Mission Editor
- Load/Save panel states for the CM and the LM
- checklists for a Cold & Dark Command Module setup
- Groundwork for the 0.8 Systems Update
- P52 option 1 and 3
- Mercury Control Center live is out from public alpha testing, and is now part of the Early Access bits.


If you missed the release stream, you can find a recording here:
https://www.twitch.tv/wilhelmsenstudios

For more details, check my previous post
https://steamcommunity.com/games/882140/announcements/detail/3026951542947874582

Reentry 0.75 scheduled for launch on 5. March 2021



Join us live on the 0.75 launch viewing stream at Twitch:
https://www.twitch.tv/wilhelmsenstudios

Reentry 0.75 has rolled out to the Test Pilots!


The long awaited "TSS for Apollo" update has finally made the huge milestone of reaching the hands our Test Pilots (no ETA on public release).

The majority of the work has been on porting the Apollo implementation from the old engine to the new TSS enabled engine. TSS is the full rewrite of the integration layer between the rendering engine and the physics engine(s), something I call the True Scale System. The old integration logic was the weakest point of the simulator, and the benefits of its rewrite can clearly be seen and felt when playing Mercury or Gemini. This has been the final missing program to be ported to TSS. The work surrounding the rewrite for TSS has been immense and time consuming (taken a year in total), but well worth the efforts.

With version 0.75, TSS will be behind us and I can finally start looking ahead.

Ok, so what else can we expect to get in 0.75?

Update of the Apollo Command Module interior. I have started the work of remaking the entire interior of the Apollo Command Module. In the current version, only the panels were visible, as well as a placeholder for the interior walls, and the seats. In 0.75, I have tried to create a fusion between the very detailed and accurate Smithsonian CSM and hatch model, and the functional panels I have already made.


Trans-Earth Injection
The final piece of a full lunar mission profile has been added. A TEI burn tool can help you plan the burn needed to get back home, and reach a predefined Pe that intersects with the atmosphere.


Panel States and Cold & Dark
You now have the option to save and load panel states for both the CM and the LM, just as you can in Mercury and Gemini. In addition, I have added support for Cold & Dark setup, with realistic checklists to guide you, both from a backup crew perspective, as well as primary crew.


Systems
While version 0.8 will have the primary focus of updating and adding some Apollo systems, this version also comes with hundreds of improvements to existing systems such as the AGC, EPS, EMS, and added systems such as the optics. All the missing switches, selectors and fuses has been added to the CM, including the Lower Equipment Bay. You can toggle the seats yourself to get more space for orbital configuration.

All of the Saturn V stages have had their first overhaul from a systems perspective as well.

Optics has been a long awaited feature, and the preliminary support for Optics has been added.

You can now configure the optics and use it as an aid for navigation. The SXT or the SCT is used to scan the surrounding stars, and a star map has been added to the Mission Pad to help you. In addition, the DSKY/AGC in the LEB has been added, and is functional.

Using P52, currently supporting option 1 and 3, you can use the optics to align the current REFSMMAT (Reference to Stable Member Matrix). Option 1 can let you align the platform with the burn direction (planned using the CSM burn planner + P30), and option 3 lets you align it by marking stars.


Checklists for all of this as also been added, and the system will improve and get into a more stable and complete state in version 0.8.

Mission Editor
The in-game mission editor for creating Apollo missions has been added, and is similar to what you have in Mercury and Gemini.


Apollo CSM Campaign
A new Apollo CSM campaign has been added, made entirely with the Mission Editor. Version 0.8 will also add another Campaign into the mix.

Instead of typing more, I'll just share a couple screenshots.