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Reentry - A Space Flight Simulator News

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

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