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Reentry - A Space Flight Simulator News

Reentry version 0.45 is rolling out to the Test Pilots

The long awaited 0.45 update has rolled out to the Test Pilots!

This is a major update with a lot of fundamental changes to Reentry. I will post another post very soon with details of what this update contains and how it will affect Reentry, but for now please refer to my previous post.

The update has changed how the physics is Reentry works, and will improve many aspects of the game play. This update required me to rewrite a lot of the logic, and the Test Pilots will spend some time testing each of the spacecrafts in Reentry.

The 0.45 update will be tested in 4 waves:
1. The first will focus on Project Mercury (the testers has started testing this today).
2. The next will be Gemini and everything Gemini has to offer
3. Then the Apollo Command Module and Saturn V, ascent guidance, Earth orbit, TLI etc. needs to be tested and verified.
4. Then the Lunar Module and powered descent/lunar landing will be tested

The reason for this in-depth testing is due to the fundamental changes of the simulator.

I suspect there will be some major issues that has to be fixed, but once this is done, the update will roll out to you who are part of the Early Access of Reentry - An Orbital Simulator.

Thank you for your patience - I will keep you posted as we make progress with the testing!

- Petri

An update from the development of version 0.45.EA

A lot is happening on the internal side of Reentry. As we are progressing towards version 0.5 where the Lunar Ascent and CSM/LM rendezvous will be introduced, a decision was made to rebase the physics in Reentry (this covers all programs; Mercury, Gemini, Apollo CSM and the LM).

This has required me to uncouple most of the internal maneuvering functions such as ascent guidance, mechanics, rendezvous (Gemini), orbital maneuvering, TLI, LOI etc, create the rebase, and rewire everything back together using the new methods. It has been taking a lot of time, but it's well worth the wait - it brings Reentry to a whole new level!

So, what does this really mean?
This means we can finally get much more stable physics. The orbital parameters will be more reliable, and new tools for burn planning and TLI is introduced, allowing the player to plan better and more precise burns. Also, the orbits around the Moon are now stable (no more fluxing ap, pe etc), and maneuvering around it is much easier.

Most of the work is complete, with the exception of the TLI burn planning tool. This is almost done but requires some tweaking to get right. Once this is ready, the first build of 0.45 will roll out to the test pilots!

This physics update is also required by version 0.5 to get a stable ascent from the lunar surface.

Stay tuned as we progress towards 0.45! :)


So, what's ahead?
Version 0.45 will be the physics update needed for version 0.5
Version 0.5 will cover lunar ascent, rendezvous and returning to Earth, as well as atmospheric entry for the Apollo command module.
Version 0.6 will cover major rework in Project Mercury, introducing failures, missions and better systems, as well as some awesome surprises I have in-line for you.
Version 0.7 will cover major rework in Project Gemini.
Version 0.8 will cover major rework in Project Apollo.
Post 0.8 will be mostly around content and polish.

Post version 1.0 will be all about looking ahead, and figuring out what's missing in Reentry ;)

Reentry version 0.4 has been released!

The long awaited update containing the Lunar Descent and Landing, as well as a lot of changes to the Lunar Module, has been released.


With this update, you finally get to follow more realistic procedures to undock from the CSM, use the LGC to set up P63 to initiate a lunar descent and land. P63 will try to guide you through the descent and will automatically change to P64 and P66 for a soft landing.


The Lunar Module Academy has been updated with new lessons, covering many of the new systems introduced in 0.4.

Between P64 and P66 a transition happens. This is to give you a more immersed experience for the Lunar Landing itself. In this transition, the Lunar surface is procedurally generated using realistic elevation data, and also places boulders, rocks and generates a better lunar surface than what's possible in the Orbit world (floating point issues). Another feature this transition brings is the possibility to have a more realistic EVA experience on the lunar surface. This transition is a new addition, and is still being worked on.


During descent, it's important to use the tools you have available to monitor the descent. These are the Landing Radar, Tape Instruments and the X-Pointer, as well as the FDAIs.
The X-Pointer is used mostly during P66 to check your velocity relative to the surface. Keep the needles centered while performing the last part of the landing, until touchdown.


In addition, a lot of internal systems are working together to make the landing possible. The DPS is consuming fuel and oxidizer, while two helium tanks are used to pressurize it. Pay attention to these, and ensure the super-critical Helium is used after DPS ignition.



With this update, you also get to open the LM hatch (procedures for this will be come with future updates), climb down the ladder in a first person view, walk around on the Moon, place the US flag and drive the Lunar Roving Vehicle (preview).



A new radial context menu has been added, and is currently available as a test in the EVA views, but the plan is to gradually replace parts of the cockpit UI such as the Comm UI to this. The same hotkey is used to bring this up and allows you to open/close the EVA suit visor, toggle flashlight, exit the LRV, place the flag etc.


A landing flag can be toggled in SETTINGS, and will be visible after the transition during P66. This shows the planned landing location. But feel free to touch down anywhere.


If you wish to spawn the LRV, exit the LM and use the C menu to render the in-game buttons. Walk over to it on the external hull of the LM, and click it. You now enter a placement view. Select where you wish to place it, and click there to spawn it.


A lot of other things has been update as well. For example, shadows has improved inside and outside the cockpit.


Checklists for the descent is available, but does not currently have the automatic RUN feature implemented.

Keep in mind that this update is another Early Access update, so be prepared for anything. To compensate for this, the REALISM and GRAPHICS section has been change a bit too, so you can toggle some of these new features if things are running slow, or if the transition has a performance hit on your system.

Thanks to all of you who are part of the Early Access of Reentry, the Reentry community, and to anyone reporting issues, feature requests and/or contributing to the project. This makes Reentry a better simulator for all of us.

Special thanks to all the Test Pilots who have spent a lot of time working on this new version.

Thanks, and good luck on the descent!

Reentry 0.400 has been rolled out to the Test Pilots

Where would be a better place to celebrate Apollo 11 and the lunar landing 50 year anniversary than from inside the Lunar Module, developing the Lunar Descent?

With that, I'm happy to announce that Reentry version 0.400 is now in the hands of the Reentry Test Pilots. I'm working closely with the team to fix major bugs, and once I'm satisfied I will roll this out to all of you!

Keep in mind that this is still an Early Access title, and a lot of the features you will find in version 0.400 will be in a very early stage, and will improve as the game is patched and updated. Just like the other things you can play today.

So, what will version 0.400 have? Well, it's quite a lot. So I'll explain most of it with screenshots.

The Lunar Descent
The major part of version 0.400 are the capabilities needed by the Lunar Module to perform a descent down to the lunar surface. This is a combination of radars and the lunar guidance computer, and some game mechanics elements. Program 63, 64 and 66 are used during the descent.


The Lunar Landing
The last part of the descent is the landing itself, and the touchdown on the Lunar Surface. You slowly control the LM the last 200 feet to touchdown. Using the radars, and the X-pointer, you can perform the entire landing without looking out of the windows (but it's not recommended). The lunar surface data is based on real elevation data and textures created by NASA, so you can explore and see most of the lunar areas yourself.


Lunar EVA
Another feature I decided to add to 0.400 is the initial version of a Lunar EVA. This means you can enter and exit the Lunar Module, and walk on the Moon. The controls will be similar to what you are used to inside the Virtual Cockpit, and you will be walking around from a 1st person perspective.

Lunar Roving Vehicle
The last addition to 0.400 is the LRV. The LRV is the latest "spacecraft" added to Reentry, and will come with its own operations manual, with systems as deep as the other spacecrafts. The electrical system and drive mechanics are already in place, and you can select what engines will be active, and what wheels (front/rear) will be used for steering, just like it was with the real thing. The controls are similar to the other virtual cockpits.



Thanks for reading!

Happy Apollo 11 50th Anniversary, and an update on v.0.400


50 years ago the powerful Saturn V rocket ignited at Cape Kennedy, and boosted the Apollo 11 spacecraft into Orbit around the Earth, with astronauts Neil Armstrong, Buzz Aldrin and Michael Collins onboard.
From Earth orbit, they executed a TLI maneuver to set the spacecraft on a 3-day trajectory towards the Moon.

It's an honor to announce that the next major update to Reentry will be rolling out the Reentry Test Pilot team over the next few days, and then to general release. Version 0.400 will contain the first version of the lunar descent and lunar landing, as well as some other nice surprises that will be announced over the next few days.

Thanks again for playing Reentry, and happy Apollo 50th anniversary!