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Reentry - A Space Flight Simulator News

The short term plan

The main feature of the already released version 0.6 was the full rewrite of the integration layer between the rendering engine and the physics engine(s), something I call the True Scale System (TSS). 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. In addition, version 0.6 introduced a lot of new things to Mercury as well, making 0.6 one of the largest updates yet. The work surrounding the rewrite for TSS is immense, but well worth the efforts.

TSS for Gemini required new things to be solved, in addition to what was needed in Mercury: Rendezvous and Docking. Once this works well, the knowledge can be applied to add TSS to Apollo as well.

To avoid one large update for version 0.7, where Gemini is in focus, I will split the update into smaller and more focused releases, the first being version 0.65.

Version 0.65 will add TSS for Gemini. This means a complete overhaul of the physics integration. You will see a seamless ascent, properly scaled spacecraft relative to the Earth, and a complete rewrite of Rendezvous, Docking and EVA. I also added logic for better manual control during ascent for both Mercury and Gemini, and guidance improvements. Still a long way to go here, but it's a good start. In addition, new cores has been added to the OBC so you can configure roll amount during the Titan II roll program, and target inclination at insertion, and some panel modifications has been made.


The development of 0.65 is now complete, and has rolled out to the Test Pilots for testing. Version 0.65 is the basis of the work needed by 0.7X.

0.7 will as mentioned be split into multiple releases. The main features of 0.7 is the in-game Gemini Mission Editor, a new Gemini campaign as we saw in Mercury for 0.6, random and mission scripted failures for Gemini, first iteration of Virtual Reality for Gemini (what you see in Mercury now), Optics for Apollo, Trans-Earth Injection for Apollo, and the addition of the Mercury Control Center (multiplayer mission control).

Version 0.8 is the last major overhaul update targeting Apollo. After this, I can start focusing more on missing systems, game mechanics and languages, content and more historical missions. Historical missions needs the simulator to be as stable as possible (right now, game mechanics, mission definitions etc are changing for each update), and this is why there aren't so many of them in-game, and that those that are (MA-6) is broken.

Here are some screenshots from version 0.65.

Rendezvous and Docking has changed. It is now slightly harder to rendezvous as precision is key, but translating and maneuvering around a target vehicle is more natural, smoother and realistic. The radar is also re-made and more stable/usable. It's now your primary tool when rendezvousing, as well as the line of sight to the target vehicle.




EVA has been re-made and you can maneuver around using the Hand-Held Maneuvering Unit (HHMU). Once you exit the spacecraft, you are a completely independent physical body, and all thrusts you make will impact your orbit.




The initial Gemini crew models has been added. It's static as the other crew models, but once I complete the rigging work required, I can start looking into IK to make it interact with the cockpit and items.



A Cassette Player/Tape Recorder has also been added. It's just a very simple system so you can play the soundtrack of the game (select tracks), as well as your own custom music while making the long journey towards the Moon. This can also be used in Mercury and Gemini (but in reality, they did not have it onboard).


I hope that the 0.65 update will fix some of the major pain-points in Gemini, and make the game play much smoother and realistic.

Patch notes: 0.64 is live

Thanks again for all the great feedback, bug reports and suggestions!

New feature:

- Procedural Star System using real star data for Mercury, Gemini and Apollo, replacing the skybox.
-- This will be the basis for the Apollo CSM Optics systems planned for 0.7 and 0.8.

The following patch covers these changes:

- Mercury retro pack rendering sprite offset is corrected
- Atlas guidance
-> Mercury had a YAW offset on ignition/roll complete, it should now be zero on roll complete.
-> Inclination is closer to 32 - 33 degrees on insertion
-> Insertion HDOT
-> Insertion Ap and Pe should be between 150km - 250km
- Fixed the occasional 90 degree offset on the virtual cockpit camera when looking out the window
- Save state file name input box on Mercury, Gemini and Apollo. The name generator is deprecated.
- P12 in the LGC (Lunar Module) received a hot fix for handling a sudden roll issue during APS ascent.
- Campaign mission 1, fixed so the lights don't work before connecting batteries, even when on internal power
- Apollo Orbit View Clip Range bug
- Open LM hatch from CSM impossible due to tunnel pressure bug. If it's -1. Should be fixed.
- Mission Editor: Culture invariant issue in mission editor fixed
- Mission Editor: LOAD mission fixed

Virtual Reality

- VR Mission Pad toggle on VR controller, sets the Mission Pad to hand position, or releases it without any "zero-g" forces. You need to bind the "MissionPad" boolean to the left controller, as a button.
- In VR Mode, mouse cursor is completely disabled

Patch Notes: 0.638 has been released

Thanks to everyone who has contributed with constructive feedback on the latest release! Please keep playing, suggesting and reporting issues.

This patch has the following fixes:
- A new checklist detector will show a message when the game loads if changes to the default checklists exists, and the option to install them. This is the same as pressing RESET DEFAULT CHECKLISTS. A toggle is also available to disable this feature.
- VR should not be toggled by default anymore
- Added two new free play missions to Mercury. Both starting with the cockpit in a Cold & Dark setup at T-90 minutes.
- Gemini Save State should work again
- The three stars has temporary been replaced with an INCOMPLETE or COMPLETE flag. The three stars will return once the Mission Analyzer is complete.
- Saturn V camera tilt issue solved
- Atlas should no longer keep going if fuel is depleted (dev flag removed)
- Confirmation messages appear when saving states, resetting checklists etc. This will roll out to additional critical features as well.
- Mission Editor: Saving missions from the Mission Editor has become easier.
- Mission Editor: You can also now use an Absolute Path to load and save mission files if needed.

Virtual Reality:
- The bindings has changed to not use a mirrored setup.
- In-game VR info and binding suggestion has been updated. Please check it out.

The following mappings has been added:
-- ResetView: This is a boolean and can be bound to a button on the motion controllers to reset the view, just like SHIFT+F5 does now. Please note that also the existing SHIFT+F5 key can be bound to another keyboard key and/or a joystick.
-- PushSwitchPositivie and PushSwitchNegative: The laser pointer has been upgraded to allow making changes and interact with the panels. If you point it towards a switch, the highlighter will be rendered on the switch, and you can use these two buttons to interact with it.

Please note: Most likely you will need to make changes to your VR bindings. To do this, open steamVR and make the changes there.


Thanks!

Important steps required when loading Reentry version 0.6!

1) Recycle or toggle OFF the VR setting in SETTINGS
Unfortunately, the VR (Mercury Only) flag in Settings is enabled by default the first time you launch version 0.6 due to a bug. This prevents the game setup logic to execute properly and creates strange behavior for those who don't have VR, as well as for those who have VR.
The solution to this is recycle the setting: uncheck this setting (see image), and then either recheck if you wish to use VR, or leave it unchecked for normal play.



2) Install the latest checklists from the SETTINGS menu
In addition, if you have missing checklists, remember to press the RESET DEFAULT CHECKLISTS button to install the latest checklists.

Patch:
A patch is in development to fix the default VR setting issue, as well as a logic that will let you know if there are new checklists to be installed through a message box when you load the game.

Please know that VR is in a testing and early access state. If you stumble upon anything strange, please let me know so I can fix it.

Thanks you for bringing this to my attention!

Reentry has been updated to 0.6!

Reentry has been updated to 0.6!

This update has a Project Mercury focus, but you will notice some new things in Gemini, the Command Module and the Lunar Module too.

As with the other major updates, it will take a bit of time to gather all your feedback and issues, but please except stead releases of minor updates covering the issues and bugs you report, so we can make 0.6 stable!


IMPORTANT
It's important to RESET DEFAULT CHECKLISTS from SETTINGS, and many of the Mercury Checklists has changed. This will install the latest versions, but be sure to make backups if you made changes to the default checklists.
In addition, verify that the VR checkbox is off in settings. I got feedback that it is on by default on some systems. Looking into this, but if this is ON, it will be hard to interact with anything in the cockpit.

RECORDING
You can find a recording of the Stream showing the 0.6 updates here:
https://www.twitch.tv/wilhelmsenstudios


TRUE SCALE SYSTEM (Mercury)
The main feature of the update is the introduction of the True Scale System (TSS). This make the scale of the universe in Project Mercury much more realistic. This is just the start of TSS and will evolve to cover the requirements for Project Gemini in version 0.7.

MERCURY SYSTEMS
Many of the Mercury Systems and physics has received an overhaul, such as pressure and a full electricity system overhaul. A Mercury Mission will now feel much more immersive and realistic (especially if you perform the full procedure from T-90 minutes - see the new campaign!). There are still things in the works, and things waiting for feedback, but this will evolve. Abort modes are also introduced, but not yet complete.

PANEL STATE
Mercury can now load custom panel states such as Cold and Dark. This can be done in the Mission Editor, or by using the Console.

MERCURY CAMPAIGN
The new Mercury Campaign will take you through many of the new features. I hope you will enjoy it and be inspired to make your own Mercury Campaigns and missions. The Campaign will be open sourced at github.com/reentrygame, so you can see how it was made.

FAILURES
Failures are added to Mercury. You will find emergency procedures and checklists in the mission pad. Random Failures can be configured in REALISM SETTINGS, and controlled failures can be triggered from the in-game menu. If you enabled random failures, missions could disable the setting for the duration of the mission (it does not make sense to have random failures in some scripted missions). This is a setting in the Mission Editor, and the mission designer controls this. Free Play missions has random failures enabled.

IN-TESTING ONLY: EXPERIMENTAL VIRTUAL REALITY SUPPORT
This update brings preliminary support for Virtual Reality in Mercury Missions. It leverages the SteamVR SDK. I have had support for VR in internal branches for a long time but have not yet had the time to focus on it. I decided to just release its current state for Project Mercury, so those who wish can start helping me in testing this. This is in an experimental phase and requires an HMD with motion controllers. Gaze is considered (do you wish to have support for Gaze? Let me know!) but it is not ideal for Reentry. Please see the VR lesson in the Mercury Academy.
Tested HMDs:
- Oculus Rift
- Windows MR
If you own a Vive or other headsets, it would be great if you can test it and see if it works. Please get back to me with you feedback on the forum here, Discord or on e-mail: [email protected], so I can fix whatever issue we stumble upon.


NEW REALISM SETTINGS
Make sure you check out the realism settings for new possibilities. Lots of changes here. You can now for example disable the auto proceed feature in checklists, so switches in their correct position can still be highlighted. This applies to missions as well. If a switch is in the correct position, a green box will highlight it. The off-screen indicator will help you find them too.

INTEGRATED MERCURY MISSION EDITOR
The Mercury Mission Editor has been integrated into the game and can be used to create missions!

APOLLO CSM TEI
Getting back to Earth is not streamlined and supported yet, but the major blocker for this feature has been solved. From the CSM Burn Planner and the Lunar Globe View, you can see the Earth/TEI Node, and data on passing it. This point can be used to plan a TEI burn. The CSM Burn Tool should now work when returning from the Moon, and can be used to alter your trajectory, or get into an orbit around Earth (unrealistic, entry was direct). TEI development can then finally start and is scheduled for version 0.7!

GRAPHICS CHANGES
The entire game has been upgraded from being based on Unity 2018 to now be based on the latest 2019 version. The Mercury capsule a realistic model of an astronaut in the seat, and some updated features on the panels. Gemini has received a new interior model (while panels remains the same).


BREAKING SAVE AND LOAD STATE CHANGES
This update contains a lot of changes to how the Save and Load state works. Old save states might not work correctly.