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Reentry - A Space Flight Simulator News

Update Notes for patch 0.8125.EA

Uploaded a minor patch that should correct the following issues:
- Some rewiring logic in the Atlas and Redstone Launch Vehicles
- Rewiring of the Atlas Abort logic that has blocked the completion on Mission 4 in the Mercury Campaign
- Game Manuals link correction from the Academy

Update Notes for patch 0.8124.EA

Uploaded a minor patch that should correct the following issues:
- Minor Mercury Ascent logic changes, should prevent the disappearance of the Atlas Booster on CapSep that happens in some occasions.
- Fixed the logic that should prevent saving state when SIVB/LM/CSM is docked (not yet supported in the save state). This is the state where you have separated from the SIV-B, docked with the CSM, but not yet extracted it from the S-IVB.
- Loading Screen for MOCR and MCCL.
- CSI-2 burn corrections for LM ascent and Rendezvous.

Update Notes for patch 0.8122.EA

The 0.8122.EA patch contains some fixes for the Mercury Guidance logic that has prevented players from completing campaign missions etc. Please give it a try and let me know if your are unblocked.

In addition, multiple changes in the MOCR Voice Intercom logic has been applied to correct the issues regarding not being able to hear others after some of the players has left the session, and rejoined, or joined another session without restarting the client.

Thanks for reporting, still looking into some of the other reported things.

Reentry has been updated to version 0.8!


Reentry has been updated to version 0.8! It's been a long one, but it does contain a lot of improvements, fixes, and new features:

Steam branching
The default public branch on Steam will always contain the latest release of Reentry. However, multiple new branches has been made:
  • alpha-floor: This is a dedicated branch for those who wish to try the latest alpha builds on Reentry. A dedicated alpha-build channel on Discord exist for discussions, testing rounds and feedback. The alpha-log can be found here: https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/
  • old versions: As I release new builds to the default release branch, the old major builds will receive a dedicated branch so you can revert back to it if you wish. I created one for the 0.75 build now.


You can switch between branches on the BETAS tab on the games property page through Steam.

CSM and LM system changes and updates
A lot of effort has been made to fix major issues in the LM and the CSM, as well as the journey from Earth to the Moon, and back. For example, the Lunar Module radars, LGC Program Alarm, the CSM/LM Master Alarms, CSM Optics, TEI calculation logics fixes, changes to the T&D (S-IVB/LM and CSM docking) logic, and LM ascent/rendezvous fixes. The major issues around a mission starting from the pad to lunar landing has been solved too, such as going below the surface of the Moon, but balancing and deeper systems are still todo, such as the PTC maneuver, reactant balancing, ECS management++.

Apollo Mission Control Live
The first alpha-version of MOCR is released for public testing (as we did with MCC Live).
This means that many telelights, buttons, indicators and screens are missing, but will be iterated on in patches and updates going forward. The important thing here is the networking logic, as well as its use during testing sessions. MOCR will receive its main focus in version 1.1.


Saturn V Abort Modes
The preliminary implementation of abort modes has been added to the Saturn V, along with the procedures for them.


CSM System Failures
The Failure System has been added to Apollo, making it possible to trigger random failures, scripted failures and trigger failures from the Apollo Mission Control module. The main aspect here is the system itself, while more failures will be added as the project evolves.


New Cloud System
An experimental cloud system has been added and can optionally replace the existing cloud system. It has a slight 3D look to it, and corrects all the night side pixel artifacts. It does have some seams on the day side that needs more attention.


SPS Burn Tool updates
Radial burns are added to the SPS burn planner.


Optics
P52 now supports option 2. This will let you align the IMUs with the local vertical at a given time.


Lunar Module exterior update
The exterior of the Lunar Module has been updated with a more detailed and functional model. Some internal changes has been made too such as moving the STOP button and the protection of the STAGE FIRE sw.


Campaign IV: The End of the Decade
A new campaign exists where the focus is to fly a full mission from launch, to lunar landing, and back.


More Achievements
New achievements has been added:
- Campaign I
- Campaign II
- Campaign III
- Campaign IV
- One Small Step
- Lunar Landing
- Lunar Ascent & Docking


Mercury
New Atlas guidance logic and inclination modifications has been applied.

Challenges
A new challenge system has been added as an experiment, but if wanted, will host challenges where you receive a score based on how well you can do manual ascents, dockings, lunar landings etc. with Leaderboards. Currently, this system has one challenge: The Atlas Ascent challenge, where you need to manually insert the capsule into a target orbit.


Autosave/Quicksave
You can now enable autosave from Settings. This will automatically save states before planning burns etc. You can also bind a hotkey to perform quicksaves. It is not possible to save during powered maneuvers etc.

Cockpit Cursor is optional
The cockpit cursor is now optional and can be toggled from SETTINGS.

MOCR Operations manual
The draft of the MOCR operations manual has been released and describes most of the currently implemented features of the Apollo Mission Operations Control Room.

You can find the manual in the Academy or here: https://reentrygame.com/manuals

A brief update on Reentry version 0.8!


The next version of Reentry (0.8) is still in development, and will contain hundreds of changes and updates to the CSM and the LM systems, as well as general game engine mechanics and updates/fixes for launching from the Pad and landing on the Moon in one go. In addition, many feature requests posted on the Steam Forums and the Discord Server has been added (or will be).

TL;DR: 0.8 main features
- CSM and LM systems (lots of changes here), and a lot of fixes we have identified such as purple rover, LM ascent issues, master alarm etc.
- MOCR to be released to the first public alpha testing round (as we did with MCC Live)
-> Many telelights, buttons, indicators and screens are missing, but will be iterated on in patches and updates going forward. The important thing here is the networking logic, as well as its use during testing sessions
- CSM/Saturn V Abort Modes
- Initial Failure System
-> Many more failures will be added as the project evolves
- Radial burn mode in the SPS burn planner
- P52, option 2
- Lunar Module exterior update
- Campaing IV: The End of the Decade
- More Achievements
- Program Alarms in LGC (1202 for example)
- Mercury Inclination overhaul
-> Mercury Ascent Guidance updates
- A test of a new game mode called Challenges
=> Want to test? Join the alpha builds (warning: very unstable): https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/

To test this, the Test Pilots has been using a preliminary live telemetry client called the Apollo Mission Operations Control Room live (MOCR). This is a similar feature we have seen for Project Mercury: Mercury Control Center live.


The Mission Control modules in Reentry are multiplayer game modes where you can join a multiplayer session where you monitor the spacecraft a player is flying with other mission controllers, just as it was done in real life.

Campaign IV: The End of the Decade
A new campaign has been added where a Lunar Landing mission profile mission is in focus.

Lunar Module exterior update
The temporary Lunar Module exterior model has been replaced with a new 3d model. This includes the ascent and descent stage to give a more immersive and realistic look to it.


Mercury: Inclination overhaul
The major inclination changes I made for Gemini and Apollo has been added to Mercury, and the ascent guidance logic has been modified to account for this.

Apollo Saturn V Abort Modes
The 0.8 update will contain the preliminary system to support the various abort modes of the Saturn V. Procedures will be included in the checklists.

CSM and LM Failures
The same failure system that exists for Mercury and Gemini has been applied to Apollo. The initial version will have some failures included, and more will be added as the CSM and LM evolve after version 1.0.

Audio control from in-game menu and Main Menu settings
This feature lets you fine tune in-game volume. More will be added to this later, but it will let you mute or reduce volume on the various sound effect channels and the new in-game voice comm available in MOCR sessions.

Public MOCR alpha testing
The update will have the bits to start testing and experiencing the MOCR live module. This will make your Apollo missions more immersive, or even easier to learn with real player interactions. Apollo Mission Controllers will be able to join an astronaut controlling the CSM and the LM to see their live data, as well as help them complete their missions.

I have been working closely with Paolo Mangili on making it possible to render his MOCR model in real-time, and used in a game. When you enter the Room, you will be able to experience the Apollo Mission Control room as it was during the Apollo program with a superior level of detail. I have spent countless of hours just enjoying the room and discovering the different details it contains.

You can operate the desk with similar procedures as the real operators did, and the function of the various systems each desk has been written with aim to be as realistic as I could make them. This means you can change the TV channel on each desk as you like, reconfigure your setup to monitor the current mission phase or system in focus, change what the projectors are showing, switch between voice intercom channels to talk with various operators, or even use the Real-Time Computer Complex (RTCC) to calculate burn parameters, TLI, TEI or send DSKY commands to the AGC/LGC (if the astronaut accepts uplink telemetry ofc).

Each desk can be set up as you like and contains a very complex set of systems and features. Each of the TV channels are designed based on real references, or as realistic as possible when creativity or gamification is needed. The polarize switch can for example invert the screen as seen here:


Some of the roles such as Guidance can operate the RTCC. Using a dedicated TV channel and a keyboard-panel to interact with the RTCC software, various programs can calculate and uplink data the CSM and the LM.


Once a program has been started, it can be interacted with in a similar fashion as the Space Shuttle software:


The intercom can be used to speak directly to dedicated channels, to the astronaut, and so on. In addition, a Text-Intercom exists for those who can't join voice.

The room is very complex and will require a modern setup when it comes to the hardware requirements of your PC, such as a dedicated GPU. I have gone as far as I can on trying to make it possible to render this room, but more work is needed. However, I have provided multiple settings to improve performance: If you hit ESC to open the in-game menu, you can switch to "dark mode" to turn off the lights or enable simplified lighting; both modes with a huge performance increase. You can also toggle to render the decoration/non-functional objects scattered around to reduce the drawing rates. More options will be added.


I'm experimenting with a multiplayer experience indicator system. During your multiplayer session, no matter if you are a Mercury, CSM or LM astronaut, or a Mercury or Apollo Mission Controller, you will gain "experience". These are distributed in a level-system with the sole purpose of indicating your level of experience to other players in the room.


So when will this be available?
I don't really know. However, I have rolled out the bits into a dedicated alpha branch on Steam. You can find instructions on downloading the alpha-builds with a mode detailed changelog here:
https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/

Most of the alpha-testing feedback and sessions are happening in a dedicated channel on our Discord server. Feel free to join us! http://discord.gg/reentrygame