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Reentry - A Space Flight Simulator News

Update 0.99.42: One Giant Leap, Mission & Language Updates, Bug Fixes


This update focuses on the journey to 1.0 where I have corrected reported issues, added a new achievement for testing (One Giant Leap), improved rendezvous calculations & logic, added rendezvous plotting graphs, and added a lot of capabilities to language support.

A lot of core features has been changed in this patch making me a bit nervous about it. I have done a lot of testing but if this update gives you issues, you can revert to a previous build using the Steam Betas tab. The previous update is on branch: Reentry Version 0.99.41

Rendezvous Burn improvements
Rendezvous is initially one of the hardest things in the game. It takes time and patience to fully understand how it works. However, once you have done it a few times, it gets quite easy.

In order to make rendezvous simpler I have added some new logic that both improves the internal calculations on my end, but also exposes a clever parameter to help you manually correct your trajectory after the burn. GoForPDI on the Discord Server suggested to expose the "Closest Distance at Apogee to target" parameter.

How does it work?
After you have executed the initial Rendezvous burn from a Circular Orbit (important), you can open the Mission Pad -> Map tab to see the details of the target vehicles orbital parameters. In this list you can find the estimated closest distance to the target once you reach Apogee (dAP, ΔAP = ___ nmi). Once your burn is complete, you can translate UP/DOWN/FWD/AFT to tune this value down to something close to ~0.2 nmi. By translating you change the arrival location at Ap forward, aft, up and down.

This parameter is added to Gemini/Gemini, Gemini/Agena, LM/CSM (lunar ascent) and CSM/Skylab rendezvous.

So far testing has been very good and I have been able to rendezvous very close to the targets each time (no longer hitting those ~10k to 30k ft distances from target).


I would recommend you to test this out and practice Rendezvous using the Project Gemini -> Scenarios -> III - RENDEZVOUS BURN TRANINIG mission.


Rendezvous Plot
To add some tools related to Rendezvous I have created a relative motion graph where the target vehicle is at 0,0 on the graph and your relative position is plotted against it (LVLH). This can help you see your path towards the target, and there on the LVLH horizon the target vehicle is.


In the image below you can see that I am slightly below and in front of Agena. You can use the Rendezvous Radar and configure the Attitude Indicator needles to point you towards Agena and center it in your window.


This plot can be found under Mission Tools (Gemini) -> Data Forms & Charts, and Crew Members (Apollo). This plotter exist for Gemini/Gemini, Gemini/Agena, LM/CSM (lunar ascent) and CSM/Skylab, just as the dAP parameter above.

Language Updates
I have continued to decoupled hundreds of "hardcoded" UI elements to support translation. A lot already existed but tools such as the Crew Members, Mission Tools, Mission Debrief and other elements did not have translation support. All of these has been added to the translation files.

During testing, the previous translation support was restricted to Mercury missions only. This has now been applies to all programs. The mission system has also been updated to support migrating translations if the source (English) file is changed.

The translation tools has been improved based on feedback from the translators. You can find the tools from the Main Menu -> Contribute screen:


Each of these tools has been designed to simplify translation, however, the files are all in JSON so it can be done in any text editor or Visual Studio Code for example:


We are now stepping into a more focused phase of translations. If you wish to help with translations, be sure to step by our Discord channel and let me know, and I'll walk you through where we are, and the process.

The Language repos exist here:
https://github.com/ReentryGame/

Language Support
Multiple contributors has submitted translations to both the User Interface and some of the missions. Recently there has been a lot of activity here and I have pulled in the latest contributions from the Repo to let us start testing and checking how the system works.

Based on a lot of requests I have also developed a simple auto-translation bot that can automate translations of Missions. The intent with this tool is to not get perfect translations (they can be quite bad), but something that could work as a base, and still let you experience the game without understanding English. This could then be improved by contributors or proper language services if I can find the extra spend.

One Giant Leap
The One Giant Leap is a new achievement that has been frequently request. This patch releases a testing version of it. The achievement will unlock if you start an Apollo mission from the Pad, Walk on the Moon and return to a safe splashdown back on Earth without using Save States.


Campaign mission completion fixes
I have tried to correct the issue that causes Campaign missions to complete themselves. I have not been able to reproduce the issue but I have a feeling of what it could be. The patch contains the fix, please let me know if it helps.

SIVB Attitude Hold
I have improved the SIVB logic to better hold attitude after CSM/SIVB sep by default (missions can already command its fixed attitude hold target, like in the Apollo 13 campaign), and during TDE where the missions don't specifically program a fixed attitude hold for it. This will now make the SIVB more stable and hold attitude during free play, academy lessons, etc. The attitude hold will be set to the current attitude it has during separation.

As mentioned, both the separation attitude and extraction attitude can currently be configures in the details of a Mission, so this only applies to missions where this data is not set.


Atmosphere & Star Rendering fixes
Two very different things but I have spent some minor time trying to fix some bugs in atmosphere rendering, and made some improved logic for star rendering. The main issues with the atmosphere was some hard lines breaking the immersion of the fade from Air to Space, especially visible in Mercury. I have yet to figure out the bright "shooting star" flashes.

The star renderer has also been improved to better let me control each star object. I have yet to complete this but the aim is to change their exposure settings based on if you are on the day or night side of Earth/Moon.


Skylab rendezvous and docking fixes
I have yet to be able to reproduce some strange behavior for some players who approach the Skylab. I have added some more logging to this, so please let me know if you still experience this.

Patch Notes:
  • One Giant Leap achievement
  • Gemini/Agena and Command Module/Skylab rendezvous: delta distance at Apogee (Mission Pad > Map)
  • Rendezvous Plot Graph: Gemini/Agena, CSM/LM (Lunar Ascent), CSM/Skylab
  • Campaign mission completion fixes
  • Updated Rendezvous checklist and Gemini campaign to reference the new rendezvous methods
  • Atmosphere Rendering fixes
  • Star Rendering updates
  • SIVB logic to improve attitude hold after CSM/SIVB sep and during TDE where the missions don't specifically program a fixed attitude hold for it
  • Skylab rendezvous and docking fixes
  • Added a lot of new translatable keys to the files, making it possible to translate more of the UI
  • Merged in more UI language contribution files for:
    • Chinese (partial)
    • French (partial)
    • Russian (partial)
    • Brazil/pt (partial)
    • Spanish Automatic translation testing

Update 0.99.40/41: A trip to Skylab


As the Holiday season is about to start for many of you, myself included, I decided to give you some new content to enjoy. This content is part of update 0.99.40 and 0.99.41.

If this update gives you issues, you can revert to a previous build using the Steam Betas tab. The previous update is on branch: Reentry Version 0.99.36

In the 2023 state update I talked about the Saturn IB and Skylab, and I know many have been asking about it and have been eager to give it a try.

In this update I have added a new alpha feature (Main Menu -> Settings, scroll down to alpha features) that will enable a preview / very early access of the Apollo Saturn IB booster, and Skylab.

This will enable a development mission for the Test Pilots. It can be found from the Apollo Free Play mission selection, and is used for testing the Saturn IB (SIB), the Milk stool and rendezvous with Skylab.

Again, this is a very hard mission, but if you have the spirit of a Test Pilot, be sure to give it a try! An achievement will be awarded for those who dock with it.


Note: Another patch for this is released, 0.99.41:
- Unlocks preliminary Save/Load State data for Skylab
- Achievement when docking with Skylab





Saturn IB comes with some changes to the panels such as the LV ENGINES lights:


I wish to thank all of you for your support, feedback, suggestions, MOCR organizing, testing and for being a part of this community - I really appreciate it!

Expectations:
This is a very hard mission so please be ready to fail the rendezvous, or spend time and fuel on closing in with Skylab after the rendezvous.

I recommend you do be familiar and skilled with docking through Project Gemini and its Agena missions, as well as having completed the Command Module Academy/Campaign before attempting this mission. It also helps to be familiar with the transposition and docking procedures when extracting the Lunar Module from the SIVB.

In development:
- Dedicated Saturn IB boost checklist (currently you need to use the normal Boost checklist)
- Ascent guidance to insert you closer to target inclination and a circular orbit (currently you need to circulate the orbit after insertion)
- Save/Load state support
- Undocking
- Better rendezvous burn (currently you might have to work hard to approach and get into formation flying with Skylab)
- Beacon lights and improved docking lights to make it easier to locate Skylab (currently you need to search for it after the final burns. Used the EMS ranging feature to help you)
- MOCR: SIB booster monitoring channel

How to rendezvous and dock with Skylab:
1) After insertion, complete the insertion checklists to configure the Command/Service Module for orbital mission.

2) Execute a P30/P40 maneuver to circulate the orbit at Apogee.

3) When you are in a circular orbit, use the Crew Members - Request PADs - P30 Maneuver: Rendezvous with Skylab to request a rendezvous burn.

4) After the rendezvous burn, request a Circulate at Apogee burn to match your orbit with Skylab.

5) Extend the docking probe, and once extended, set it to retract

6) Close in on the target. It can be hard to see it and the burns you executed decides how close you are to it

7) Use the skills from Project Gemini to close in with Skylab and align yourself with it

8) Use formation flying to inspect Skylab

9) Align yourself with either Skylab docking port 1 or Docking port 2.

10) Align the docking port with the Command Module COAS

11) Finalize the docking

12) Retract the docking probe by setting retract to PRIM 1.

I made a little tutorial on how to do it (will need to re-make it due to sound/mic issues). You can see it here:
https://www.youtube.com/watch?v=pZf4Rkc8Tfw

New Achievements! Suggestions for achievements? (Update 0.99.36/38)


I have rolled out a new set of achievements and they are all related to the Historic Missions that was recently added to the game.

Have you got any suggestions for other achievements that could make sense for this game?

NOTE: Another minor update (0.99.38) was released after this with a hot fix for the Achievement Unlocking logic. Thanks for helping me test this Revenant.

TL;DR
*Todays patch contains logic that will unlock these achievements when you complete any of the historic missions, or if you have previously completed the missions. In addition, the patch contains a fix for the Mercury ECS Steam vent and Excess H2O warning light issue that has been reported a few times recently.*


The Historic Missions and their new achievements
The historic missions is a new addition to the game where I have done everything in my power to create detailed, realistic and immersive missions to let you experience how real space flight was.

By using the real flight plan, mission transcripts, and real audio between mission control and the crew, I hope this brings a valuable historic window of how it was to be an astronaut.

To award you for completing these experiences, I have rolled out a dedicated achievement for each of them.
MR-3: Freedom 7
This was NASA and Americas first mission to space where Alan Shepard flew the Mercury-Redstone 3 capsule on a sub-orbital trajectory to space and back, a mission lasting 15 minutes. However, the work load is quite intense during the few minutes of weightlessness.
https://www.youtube.com/watch?v=5_4O_bboeuw

MR-4: Liberty Bell 7
This was NASA and Americas second mission to space where Gus Grissom flew the Mercury-Redstone 4 capsule on a sub-orbital trajectory to space and back. The mission was similar to MR-3 but with different tests and exercises in orbit.
https://www.youtube.com/watch?v=Yrbpk86aSkM

MA-6: Friendship 7
The Mercury-Atlas 6 mission, flown by John Glenn, was the first American mission to reach an orbit around Earth. This is probably, imo, the best outcome of the historic missions I have created. You get to experience Earth orbit, its sunsets and sunrises, fireflies in orbit, and the ultimate challenge of handling issues as they happened in real life.
https://www.youtube.com/watch?v=QOjRCDvwZug

GT-3: The Molly Brown
After the Mercury Program, the Gemini Project returned astronauts to space in a more advanced space craft with an on-board computer and orbital maneuvering capabilities. The Gemini-Titan 3 mission covers the first crewed Gemini mission where Gus Grissom and John Young flew three low Earth orbits in their spacecraft. This is the mission where a Corned Beef Ham Sandwich was "smuggled" onboard.

Apollo 13: Odyssey & Aquarius
The Apollo 13 mission is probably one of the most known missions into Space where Jim Lovell, Jack Swigert and Fred Haise had to fight for survival as their Command Module was crippled in Space. This is the biggest campaign I have designed for Reentry - A Space Flight Simulator. The mission is split up into over 20 chapters, with a total in-game play time of up to 20 hours.
https://www.youtube.com/watch?v=MHk8OFC7Wm4&list=PLZCW5geewFbUXTsqOelR2E3jV4UlmmTwS

Mercury ECS: Excess H2O Warning Lights
I have rolled out a fix that caused the Excess H2O warning lights to illuminated and trigger the alarm tone when switching between cabin lighting settings, power modes, etc.

Reentry has been patched to 0.99.35


This minor patch focuses on rolling out fixes to bug reports, fixes to typos, improve Save States and continues to iterate on the VR implementation.

Save State improvements
The patch covers improvements to the Save States across all programs, in addition to improving the logic for saving/loading into Gemini/Agena docked states, and improved lunar landed positioning in save states.

Virtual Reality
It also continues to iterate on the VR implementation where I have added the first bits to completely hide and disable the hand controller models during VR Cursor Mode, and it rolls out a pitch offset setting.

Game Overs
This patch also fixes various logic related to Game Overs, such as fixes to suffocation, entry G-Loads (this is off by default, change in Realism Settings), staging requirements during entry dynamics and equipment requirements such as periscope retraction.

Patch notes:
  • Save state fixes: Gemini/Agena docked
  • Save state fixes: Lunar surface landing positioning logic, applies to states made with version > 0.99
  • A lot of minor fixes to SaveStates
  • Game Over system fixes
  • Minor fixes to O2 depletion
  • Mercury: Retracted perioscope is now required during entry
  • Academy lesson updates
  • Rolled out fixes to reported typos and updated the Github repo with latest missions and historical missions
  • Fixes to switch/panel component collision logic
  • Updates to the normal mouse cursor depth check logic when interacting with panels & switches
  • Updates to the VR mouse cursor depth check logic
  • Added a setting to control the VR mouse cursor pitch offset (different based on your HMD)
  • Wrote the logic to hide the hand controllers if VR mouse cursor mode is selected.
  • Improvements to the Level and Xp system

Reentry has been patched to 0.99.34


In this minor patch I address some issues related to the Gemini electrical power system, fix some visual holes in the Command Module interior, improve Mercury re-entry and continue to iterate on the VR Mouse Cursor.

Gemini Electrical System and the OAMS/Squib bus
I have spent quite some time with the Gemini Electrical Power System for this patch, improving the internal logic of the various components of it. The most visible outcome of this are fixes to reported issues around the OAMS/Squib bus and the voltmeter.

Squib batteries 1 and 2 power the OAMS bus. While monitoring S1 and S2 on the voltmeter, you would previously see a very low voltage, indicating a malfunction. This has now been fixed. This also fixes the pre-launch Abort and squib checks where you are checking if this system works correctly, a test that you were not able to pass earlier.


Command Module Interior Holes
There has been some small visual holes in the Command Module interior where you could see the sunlight and exterior. I have modified the 3d model of the cockpit to fix some of these holes and added a layer to close most of the ones I have found.
Image showing the issue as reported by DadBricks

Mercury entry attitude
I had previously removed the logic where a game over is triggered if the heat shield was unable to protect the hull of the capsule from the heat during atmospheric re-entry. If you now dive sharp-end-forward into the atmosphere, you will burn up, so keep the heat shield in front of the hull (retrograde direction).

VR Mouse Cursor
After the improvements from the previous patch I have dived into fixing the reported issue of the mouse cursor offset, that has prevented some players to move the mouse cursor far enough up. I have not been able to reproduce this issue on my setup but I found an issue that could potentially cause this. Let me know if this fixes the issue, improve it or if it has made it worse.

I also used the fixes from the previous patch to better render the mouse cursor at the depth/distance of the component you are looking at. This should make it easier to aim at the switches you wish to interact with.
Thanks to BazzaLB for testing and feedback.

The next todo item for the VR Mouse Cursor is to figure out how to hide the models of the hands, as they are not in use while in VR Mouse Cursor mode.


0.99.34 release notes:
  • Updates to the Gemini Electrical Power System -> Squib logic
  • Fixes to the Gemini Voltmeter who indicated a low voltage on the OAMS S1/S2 bus
  • Fixed the CM Interior holes
  • Re-enabled and fixed the Mercury entry capsule orientation check and flow logic, triggering game over if head shield is unable to protect the hull.
  • Corrections to the VR Mouse Cursor position, creating an offset to allow the cursor to travel further up. I am not having this issue so I am unable to reproduce it, but let me know if this fixes the issue you were having related to this
  • Added logic that sets the VR Mouse Cursor depth/distance from camera to the colliders you are looking at. This still needs more tuning but let me know if this initial fix helps with the depth.