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Reentry - A Space Flight Simulator News

Reentry has been patched to 0.99.87 - Gemini Ascent, Academy Exams, Storage

[p][/p][p]This small update will fix an issue in the Gemini Ascent logic that, for some players only, caused the yaw steering to fail. It also makes some minor improvements to all the in-game Academy exams (aka. Pilot Certification Flights), improves some of the internal logic of the games Storage system, and adds the missing needle to the 3-pointer Altimeter in the Gemini Cockpit.[/p][p][/p][p][/p][p]I also moved the ROADMAP button on the Main Menu a bit up to make it more visible, in case you are curious about it.[/p][p][/p][p][/p][p]Patch Notes:[/p]
  • [p]Gemini Ascent Guidance fixes[/p]
  • [p]Fixes to the Pilot Certificate Flights (PCFs)[/p]
  • [p]Storage System improvements[/p]
  • [p]Minor Gemini panel fixes (Altimeter)[/p]
  • [p]Roadmap placement on the Main Menu[/p]
  • [p]Fixed a potentially blocking issue related to the Lunar Landing from Launch Pad without using a Save State[/p]

Reentry has been patched to 0.99.86 - Gemini Rendezvous, CSM Fuel Balancing

[p][/p][p]This patch fixes some potentially blocking issues where the Command Module RCS jets consumed too much fuel. I fixed the issue and made some minor balancing to the fuel consumption. This will be iterated upon in the next few patches.[/p][p]The patch also fixes some additional things in the Gemini Target Vehicle positioning logic to allow me to further improve mission designs where the goal is to rendezvous and/or dock with a target vehicle in Project Gemini. I have updated the Gemini scenarios and campaign missions to reflect this change.[/p][p]I continued to perform some minor tweaks to the Gemini panels described in the previous patch, and animated the Gemini ADI balls to torque between platform selections.[/p][p]I also made a change to the Prograde Rotation Realism setting. This setting is relevant in Project Mercury and Project Gemini only as most platform operations are relative to the local horizon. Apollo it generally disturbs the guidance systems. This setting will now only be used in Mercury and Gemini, and always OFF in Apollo.[/p][p][/p][p]Patch notes:[/p][p]- Blocking Issue: Fixed an issue with the Command Module SM and CM RCS jet fuel consumption[/p][p]- Blocking Issue: Updated the Gemini campaign to use Ap circ burns[/p][p]- Iterated on the Agena/Target Vehicle positioning system[/p][p]- Tweaked some of the Gemini panel labels[/p][p]- Fixed so the Enable Prograde Rotation realism setting (ON=unrealistic) is only optional for Mercury and Gemini, it is enforced OFF in Apollo spacecraft as it works against their guidance systems.[/p][p]- Added drives to torque the Gemini ADI balls on platform changes[/p]

Reentry has been updated to 0.99.85 - Gemini, Academy, game storage fixes

[p][/p][p]This patch continues to iterate on game content where I have improved the Lunar Module Academy, the Gemini Academy and multiple Campaign missions. It also fixes issues with the games storage system, bugs, and improves the Gemini Virtual Cockpit to better take advantage of its features.[/p][p][/p][p]Note: This update touches the games core storage system. If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.84.[/p][p][/p][p]Game Storage
There has been some reports where users has been unable to launch the game if the games storage file for some reason gets corrupt. This patch tries to improve how the storage system works, and rolls out multiple changes to it. When you launch the game, your existing storage.rsf file will be migrated to the new game.rsf file.[/p][p]These files are located in the System folder for the game:
%appdata%\\..\\LocalLow\\Wilhelmsen Studios\\ReEntry\\System[/p][p]I addition, if the game detects an issue with the game storage file, like it being corrupt, it will re-generate a new file.[/p][p]Please let me know if you stumble upon any issues related to the migration of the storage files and if this fixes the issue where a corrupt file prevents the game from reaching the Main Menu.[/p][p][/p][p]False Mission Completion in Campaigns
I finally managed to track down and fix an issue where a campaign mission can get completed, without actually having completed it. A bug existed in the reload mission logic that could cause a mission in the campaign to falsely get flagged as completed. This could potentially unlock achievements for completing missions you haven't completed. This issue was triggered when pressing the RELOAD MISSION from the in-game menu.[/p][p][/p][p][/p][p]Mercury Orbit changes during flight
Blocking issue: I made a fix where a dev-tool from the Retroburn Planner development was left enabled (two patches ago). This dev-tool would alter the Mercury trajectory by pressing H/N on the keyboard. This accident made it possible to unwillingly and magically alter the Mercury orbit without even knowing, causing strange questions while trying to complete Mercury missions.[/p][p][/p][p]Major Lunar Module Academy overhaul
As promised in the previous patch I made a major overhaul of the Lunar Module Academy. As with the Command Module Academy overhaul in the previous patch, the overhaul will improve message stacking, highlighting and most lessons has received additional content and things to teach. I have received great feedback about the work done to the Command Module Academy, and I hope this will improve the experience you have in the Lunar Module Academy as well.[/p][p][/p][p]Gemini Academy fixes
I continued the efforts done to the Command Module and the Lunar Module Academy to also improve the flow of the Gemini Academy. This fixes similar issues like message stacking, and improves the flow of each lesson.
[/p][p]Gemini Target Vehicle placement in orbit
I improved the logic related to the placement of a rendezvous target vehicle like Agena or another Gemini craft. This makes it easier to control where the target vehicle is in orbit during pre-launch. I used this to improve the mission design of the Gemini Scenarios and in the Gemini Campaign. This will make the rendezvous happen faster (compared to the potentially 14 hours after ignition you might have experienced), and I have tried to design so the launch window happens with a scheduled rendezvous/docking in daylight.[/p][p]Credit: Screenshot by Louis / Discord[/p][p][/p][p]In addition I added a small suggested Flight Plan in the Gemini Rendezvous/Docking scenarios (Scenario 1 and 2). You are free to follow them if you wish.
[/p][p][/p][p][/p][p]Command Module holds attitude using the RCS instead of TVC during SPS/S-IVB burns
I fixed an issue that caused the RCS jets to fire to hold attitude during SPS burns. Even with the currently simplified TVC (Thrust Vector Control) logic of the SPS engine, the engine should be able to damp rates and make attitude corrections without the RCS jets kicking in.[/p][p]Credit: Screenshot by GeometryPrime / Discord
[/p][p]Apollo player? Disable the Enable Prograde Rotation setting: Having the unrealistic Prograde Rotation realism setting enabled, combined with this issue, could potentially consume a large portion of the total RCS fuel/helium. [/p][p]For any Apollo mission I highly recommend you to turn OFF the Enable Prograde Rotation realism setting, and turn OFF the Simplified ORDEAL realism setting.[/p][p][/p][p]Gemini Attitude Direction Indicator Improvements
I have remade the Gemini Attitude Direction Indicator (ADI) to better visualize your attitude. This is a tool that is frequently in use during Gemini Missions, so improving it was long overdue.[/p][p]The update makes a major overhaul of the ADI ball textures to make it closer to the real ADI ball, and changes some of the marks to more accurately show the actual Pitch and Yaw. It also improved how the textures looks towards the spherical poles of the ball used to render it.[/p][p]I also added a new model of the SCALE RANGE knob used to set the precision of the error needles. This makes it easier to understand what the knob is for, and has a better line/mark to show its current selection.[/p][p]I also added a Roll Rate Indicator on the top of the ADI. This will show you the current roll rate of the Gemini craft.[/p][p]The old needles were not as precise on showing you exactly where the the Pitch & Yaw Index Marker is (that white dot in the center - with alignment wings), and how the Pitch Bar and Yaw Bar is placed relative to it. This has now improved.[/p][p][/p][p]For comparison, this is the old model and logic:
[/p][p][/p][p]Gemini Clocks improvements
Another important tool used during Gemini missions are the clocks, especially the up-until-now missing second hands on the watches. During a Gemini mission, the crew and the procedures often uses timers and the Event Timer to keep track of things. This update improves the clocks by adding the second hands, and improves the hour hands to better visualize the current hour of the day (it can now move between numbers). It also fixes previous alignment issues with the marks on the clocks, and lowers the hands closer to the background to make it easier to read the time from angles.[/p][p][/p][p]The clock on the Pilot side has also improved with similar logic and the marks has been corrected. It previously had, by accident, 6 marks between an hour, and not 5.[/p][p][/p][p]For comparison, this is the old clock:
[/p][p][/p][p]Gemini Cockpit fixes
I made some improvements to the general cockpit model where I improved the circular gauges (less visible polygons), light indicators and labels. Some fonts has changed, some text has gotten bigger and some gauge backgrounds has been completely re-made. I have also inverted the IVI lights as I stumbled upon a fact where I realized I had inverted the masking of the lights.[/p][p]All of these changes is a step in the right direction and retries to replicate the awesome and slightly messy looking panels of the Gemini craft.[/p][p]For comparison, this is the old Commanders View:[/p][p][/p][p][/p][p]AGC Octal Rendering
I continued to work on the AGC Octal Rendering logic introduced in the previous patch. The main intent of this logic is to move towards the realistic procedures when it comes to the DAP, P52 REFRSMMAT and P23 CISLUNAR NAVIGATION procedures.[/p][p][/p][p][/p][p]Sound Effect issues
I fixed an issue that would prevent the RCS jets of the Mercury capsule to trigger the sound effect when the AUX damp or Rate Command modes would try to damp the rates, and an issue with the Gemini OBC dial roll movement sound effect that could make it hang up playing the sound effect in loop.[/p][p][/p][p]Patch notes:[/p]
  • [p]Fixes to the game storage save/load system[/p]
  • [p]Fixed an issue where historic missions and campaigns could be completed without actually completing it[/p]
  • [p]Apollo LM Academy fixes and improvements[/p]
  • [p]Improvements to the Gemini Academy[/p]
  • [p]Updates to the Gemini scenarios[/p]
  • [p]Updates to the Gemini Campaign (2)[/p]
  • [p]Fixed an issue with the SPS/TVC and RCS fuel consumption and switching logic[/p]
  • [p]Made so the Mercury Vertical Speed indicator only works in the atmosphere[/p]
  • [p]Continued to fix Gemini switch and button colliders[/p]
  • [p]Increased the Gemini Re-Ent Cmd (RCS) rate, it was too slow to be used[/p]
  • [p]Gemini Virtual Cockpit panel fixes[/p]
  • [p]Improved the Gemini ADI[/p]
  • [p]Improved the Gemini clocks to include seconds and better hour display[/p]
  • [p]Removed the H/N Mercury burn dev-tool that would adjust the mercury orbit[/p]
  • [p]Continued to iterate on the AGC OCTAL rendering[/p]
  • [p]Fixed an issue that prevented the thruster SFX to play during rate reduction logic in Mercury Rate Damp and Rate Command modes[/p]
  • [p]Fixed an issue where the Gemini OBC roll dial SFX could hang up, playing in loop[/p]
  • [p]Fixed an issue in the Gemini ascent guidance logic that could potentially interrupt parts of the yaw steering guidance[/p]

Reentry has been updated to 0.99.84 - Better Academy, Quality-of-life, Fixes

[p][/p][p]This update includes a series of improvements, fixes, polish, and quality-of-life enhancements across Mercury, Gemini, and Apollo. I want to get rid of the main things causing friction during a playthrough.[/p][p]I have continued to balance the Gemini RCS/OAMS fuel consumption based on feedback, made a major overhaul of the Apollo Command Module academy (3 out of 4 Academy overhauls is now complete), and made a lot of fixes to both new and old reported issues.[/p][p]As you have seen in the latest few patches, and with 1.0 release getting closer and closer, I have a solid focus on polish, QOL and fixes to the current features and issues. As a solo developer working on this passion project, the game will always have a few rough edges, but I’m committed to giving it my all and making it the best experience I can for you. [/p][p][/p][p]Note: If you experience new issues related to this update, please report them. You can revert back the a previous build using the Steam betas tab for the game. Most recent rollback option: Reentry Version 0.99.82.[/p][p][/p][p]Gemini Fuel Balancing[/p][p]I’ve continued refining the Gemini fuel balancing and increased the available fuel. A minor calculation issue from my part made the amount of fuel in Gemini a bit lower than what it was in real life. This should fix the reported issues related to this (at least from my own testing), however, finding the optimal balance will take some time, as the available fuel on Gemini is quite limited. [/p][p][/p][p][/p][p]Improved Apollo Command Module Academy[/p][p]This update will improve the experience you have in the Apollo Command Module Academy lessons. There will be less stacking of awaiting messages (the message queue squares in the communication box), and each lesson has become better at showing you where things are and highlighting switches.[/p][p]I have also rewritten and added a lot to each lesson to better describe systems and events. I hope all of this makes it slightly easier to learn Apollo. I will do a similar job with the Lunar Module Academy in a later patch (the Mercury and Gemini Academy received an overhauls a while back).[/p][p][/p][p]Interaction Highlighter vs. Attention Highlighter:[/p][p]This patch continues to improve the Interaction Highlighter and the Attention Highlighter.[/p][p]I mentioned this briefly in the previous patch notes, but the Attention Highlighter is used to show where something is, without the need of interacting with it. Previously they had the same color, making it hard to distinguish between the two. This could result in accidental interactions with switches that was simply just highlighted to show you where something is, without having to move it. The Attention Highlighter is now of a lavender color compared to the ice blue color of the Interaction Highlighter.[/p][p][/p][p]Mission Pad Transcript fixes[/p][p]The radio transcript stored in the Mission Pad -> Transcript page has been improved and fixed across all programs. This fixes a previous issue that caused the entire page to go blank if the transcript became too long (such as in the longer Historic missions). It also changes the timestamp of each message to use GET/MET after liftoff, and UTC before liftoff.[/p][p][/p][p][/p][p]Mercury Periscope Altitude estimators[/p][p]I have implemented the altitude estimators on the Mercury Periscope. This is a fully mechanical device that can be used with the view of Earth through the periscope to estimate what altitude you are at. You can center the Earth in the periscope and use the altitude knob to move 4 lines. When all 4 lines intersect with the Earth Atmosphere, the device will estimate your current altitude. This is a backup system and used during emergencies only.[/p][p][/p][p][/p][p]Sound Effect stuttering fixes[/p][p]I have fixed the sound effect that goes through a continuous PLAY/STOP loop that causes the sound effect to re-start each frame for some users. This applies to the Mercury Landing Bag and the Gemini thrusters during Rate Command.[/p][p][/p][p]Improved button press logic between DSKYs on MDC-2 and LEB[/p][p]I have improved the Interaction Highlighter logic when it comes to the DSKYs on Panel 2 (MDC-2) and the Lower Equipment Bay (LEB). If you are experienced with the Command Module, you might have noticed that you have two available DSKYs to interact with the CMC. The checklists RUN feature will now accept input from both DSKYs, and no longer require you to move up to the one on MDC-2. [/p][p]The highlighter has also been improved to render a highlighter on the buttons closest to you. This means that if you are in the LEB and working on the OPTICS, and you RUN a checklist or receive an input command from the Mission script, you will see the highlighter on the DSKY closest to you. If you move during this, it will refresh this and switch to the other DSKY if needed.[/p][p][/p][p]For example, during the P52 REFSMMAT AID checklist, I hit RUN and start to follow the checklist on the DSKY on MDC-2. The RUN system waits for me to press \[2] on DSKY on MDC-2:[/p][p][/p][p]However, instead of pressing, I move down to the LEB. The RUN system figures out that it instead should highlight the button the the LEB DSKY, as it is closer.[/p][p][/p][p][/p][p]Apollo ACCEL-G gauge fix[/p][p]An issue that caused the Apollo ACCEL-G gauge to stop working in some cases has been resolved. You should now have a fully functional ACCEL-G gauge during your entire Apollo mission.[/p][p][/p][p][/p][p]Gemini Highlighter fixes for Push Buttons[/p][p]The Push Buttons had an issue where the highlighter would be rendered below the panel. This would make them harder to find for new players. I have refined this logic and fixed the issue.[/p][p][/p][p][/p][p][/p][p]Ocean above the window after Apollo Entry Transition[/p][p]I have fixed a visual issue where the ocean surface would be rendered just outside the ocean when transitioning from atmospheric entry to ocean landing.[/p][p][/p][p][/p][p]TLI and the Command Module Computer[/p][p]I have made multiple fixes related to the TLI burn and the CMC. When you run P15, you will now see the TB6 time on N33 instead of the ignition time. I have also improved the internal TB6 logic and fixed some minor issues to the lights indicating the various stages of S-IVB engine re-ignition.[/p][p][/p][p]EMS ΔV/EMS INCR/DECR fixes[/p][p]I found the issue of why the INCR/DECR buttons of the EMS was a bit unpredictable and hard to work with. The rocker is split into into 4 parts to give you fine control of what value to set, and be able to increase/decrease quickly to large numbers. This logic is now stable and you can single click rapidly, or press-and-hold for continuous motion.[/p][p]I have also animated the rocker to give you visual indications of interaction.[/p][p][/p][p][/p][p]CMC/LGC Octal rendering[/p][p]I have started to implement support for not requiring the SIGN (+ or -) on OCTALs in the AGC (CMC and the LGC). This means that when you interact with OCTALS, such as during DAP setup (NOUN 46), you will not see the SIGN, or require to input the sign when using V21 - V25. You will always need to input the sign on decimals.[/p][p]I have updated most missions, lessons and checklists to reflect this change but I will continue to iterate as I find more places to update.[/p][p][/p][p][/p][p]Minor improvements to some Apollo Command Module panels[/p][p]I have added some additional model details to various switches and controls in the Command Module, and made it a bit easier to find the two covered panels that has a door. These now have a highlighter, and the ECS lessons will teach you where they are.[/p][p]Panel 352 (Water Control Panel) & Panel 351 (Oxygen Control Panel)[/p][p][/p][p]Panel 382 (Coolant Control panel)[/p][p][/p][p]Coolant Control Panel (382) door highlighter[/p][p][/p][p]Patch Notes:[/p]
  • [p]Major overhaul of the Apollo Command Module Academy[/p]
  • [p]Fixed the Mission Pad Transcript page so it won't turn blank when transcript is too long[/p]
  • [p]Mercury Periscope Altitude estimator fixes[/p]
  • [p]Fixed the Mercury Landing Bag SFX stuttering[/p]
  • [p]Continued with finer Gemini OAMS fuel balancing[/p]
  • [p]Fixes to the Gemini-Titan 3 historical mission[/p]
  • [p]Fixes to the Apollo ACCEL-G gauge[/p]
  • [p]Filled some holes in the Gemini Cockpit[/p]
  • [p]Fixes to the Gemini Push Button Highlighter and Colliders to avoid highlighter to show inside/below the panel[/p]
  • [p]Fixed Apollo Entry ocean rendering upon transition[/p]
  • [p]Fixed the Gemini Rate Command SFX stuttering[/p]
  • [p]Corrected so P15 shows TB6 on N33[/p]
  • [p]Fixed internal TB6 event logic[/p]
  • [p]Apollo CM Academy fixes and improvements[/p]
  • [p]Fixed so the highlighter logic supports the dual CMC/AGC buttons, and highlights the closest one to the camera. It also makes to the checklist guidance system (RUN) proceeds if pressing either the buttons on MDC-2 or the LEB.[/p]
  • [p]Fixed the EMS ΔV/EMS INCR/DECR button so it behaves correctly again[/p]
  • [p]Added a basic animation to the EMS ΔV/EMS INCR/DECR[/p]
  • [p]CMC/LGC octal for DAP setup[/p]
  • [p]Minor fixes to some Apollo Command Module panels[/p]
  • [p]Added highlighter to the two "hidden" panels in the CM, and updated Academy lessons to show where they are[/p]
  • [p]A lot of fixes to Typos, Checklist and Missions[/p]

Reentry has been patched to 0.99.83 - CM ECS lesson fixes, Retroburn Planner fix

[p][/p][p]This is mostly a hot fix patch for the Retroburn Planners to properly set the Time to Retrofire timers when clicking the Orange SET button, and a blocking bug in the last mission of the Apollo 13 Historical Mission - a bug that came when I improved the CMC NO ATT logic. [/p][p]In addition it contains an overhaul of the Command Module ECS lessons, and some minor updates to the Mercury and Gemini Save States.[/p][p]The patch also implements a color differentiation between the Interaction Highlighter and the Attention Highlighter.[/p][p][/p][p]Interaction Highlighter vs. Attention Highlighter:
The Attention Highlighter is used to show where something is, without the need of interacting with it. Previously they had the same color, making it hard to distinguish between the two. This could result in accidental interactions with switches that was simply just highlighted to show you where something is, without having to move it. The Attention Highlighter is now of a lavender color compared to the ice blue color of the Interaction Highlighter.[/p][p]All of the four CM ECS lessons has been updated to use this Attention Highlighter to better show you where switches, instruments and gauges are.[/p][p][/p][p]Patch notes:[/p]
  • [p]Hot fix: Mercury and Gemini Retroburn Planner: Fix for the orange SET button to automatically update Time To Retro timers.[/p]
  • [p]Hot fix: Apollo 13 (Historical): Fixes to the last Reentry mission to use V40 N20 to remove the NO ATT flag[/p]
  • [p]Added Pe and EI nodes on the TEI tools entry trajectory predictor[/p]
  • [p]Switch/component attention system: Highlight switch color if lesson only wants to show where something is now has a different color than the one that wants you to move a switch to a different position (interact vs. attention)[/p]
  • [p]Added the Attention Highlighter system to Apollo (previously it was only in Mercury and Gemini)[/p]
  • [p]Refined the Apollo Command Module ECS: O2 academy lesson[/p]
  • [p]Refined the Apollo Command Module ECS: PSC academy lesson[/p]
  • [p]Refined the Apollo Command Module ECS: H2O academy lesson[/p]
  • [p]Refined the Apollo Command Module ECS: COOLANT academy lesson[/p]
  • [p]Refined the Apollo Lunar Module Powered Descent academy lesson[/p]
  • [p]Improved Mercury Save State with some additional internal system values[/p]
  • [p]Improved Gemini Save State with some additional internal system values[/p]