1. Reentry - A Space Flight Simulator
  2. News

Reentry - A Space Flight Simulator News

Update 0.99.25 is out! - LM lights, CM SECS and TrackIR CTD fix


This patch will improve and correct the SECS logic in the Command Module, improve lighting logic in the Lunar Module, and fix an issue where the game would crash to desktop if TrackIR is enabled in-game while the TrackIR device is not connected or TrackIR software is not running.

CM SECS and the EECOM stating in MOCR
The CM SECS logic has been modified (no changes in procedures) and correctly mapped to telemetry. The telemetry can be seen on the EECOM station in MOCR as the VMLA, VMLB, VMQA, VMQB parameters.
VMLA is the Logic Bus A, VMLB is Logic Bus B, VMQA is Pyro Bus A, VMQB is Pyro Bus B.

Adding integral and numeric brightness to CMC and LGC export
I have added the numeric and integral brightness to the CMC and LGC data export file for use by external software and devices. This can be mapped to modify the brightness of the DSKY digits and the keyboard integral lights.

Lunar Module lighting
I have improved the lighting logic in the Lunar Module, giving you more control of the internal atmosphere in the Lunar Module.
[previewyoutube][/previewyoutube]

Some of the annunciator (P02) light colors has changed from RED to ORANGE, and the COMPNT lights has changed from RED to AMBER.

You will now need to, as per checklist, use the Anun/Num to change the brightness of the numeric, annunciator (warning light grid) and component lights.


I have also connected and improved the general lighting logic in the Lunar Module. Before, some lights were magically powered and always on regardless of EPS setup and cbs.


The Anun/Dock/Compnt cbs on Panel 11 and Panel 16 (reduntancy) controls the power of most internal lights. One of these needs to be in and the Anun/Num selector used to tune their brightness.

I have also connected the ANUN and NUM Override switches. If things are powered correctly, the override switch will set the annunciator and numeric brightness to max.


Command Module Lighting
A lot of the lighting logic in the Command Module has been wired, however, I have improved the logic for the numeric selector to also set the brightness of the mission timers.

LEB:


MDC:


Special thanks to Folgers at the Reentry Discord server for help related to lighting power control.

Patch notes:
  • TrackIR (Blocking): Fixed another TrackIR init bug and added the TIR control panel GUI if error/issue is detected.
  • Mapping Pyro and Logic Bus A/B to VMLA, VMLB, VMQA, VMQB to EECOM station (MOCR)
  • Adding integral and numeric brightness to CMC and LGC export
  • LM: Corrected comp/anun lights
  • LM: Wired Anun/Num selector to digits
  • LM: Wired Integral to integral panel lights
  • CM: Wired Numeric selector to digits
  • LM: Connected additional light bulbs to EPS
  • LM: Connected P11_LTG_AnunDockCompnt cbs to the LM Exterior Docking lights
  • LM: Connected the Anun and Num override switches to the logic above

Reentry has been patched to 0.99.24


This is a minor patch containing a hot fix for Campaign 2 - Mission 5, and a fix for correctly initializing TrackIR in Apollo.

Patch notes
  • Fixed an issue in Gemini Campaign 2, mission 5 where the OAMS sw was commanded to a position that does not exist,
  • Fixed an initialization issue with TrackIR in Apollo


Update:
I merged in a fix for dual DSKY input in Apollo.
  • Fixed an issue where keyboard hot key bound to the Apollo DSKYs went to both CMC and LGC after the previous patch.

Update 0.99.23 is out! - Blocking fixes and mission updates


This update will mainly correct bugs (some blocking) and issues with Academy and Campaign. I am also looking into a sub name change.

Info: Games sub name change
I am researching the procedures of renaming the sub name of the game from:
"Reentry - An Orbital Simulator"

to
"Reentry - A Space Flight Simulator".

The reason for this is that "An Orbital Simulator" does not really make sense for most players, at least if they do not know too much about orbits and what they are. In addition, space flight simulation is the primary goal of this game.

Given that Reentry is about flying and operating spacecrafts, and is an entry point for many into space flight simulators, it is a more sensible name, and makes it easier to understand what the game is really is about when seeing the thumbnail or reading the name while scrolling down the game list in Steam.

I am also considering "A Spaceflight Simulator" but that is a bit harder to read at the first glance and conflicts with another title.

I am testing this by changing the sub text in the logo used while running the game.



Academy and Campaign updates
A major part of this update is small but important updates and fixes to multiple academy lessons and campaign missions. I have also received hundreds of contributions with corrections to lessons and missions that has been applied.


I have corrected issues some have experienced related to one of the Gemini docking missions (Gemini campaign, mission 5), and many of the in-game academy lessons has been updated with better descriptions, and concepts that the old deprecated quickstart used to teach you.


Blocking: CSM LM UMB cripples the O2 cryo tank
I have fixed an issue where the CSM LM umbilical would cripple the O2 T2 cryo tank in the CSM. This has blocked the execution of multiple missions. This was typically identified during the 2nd mission in the 3rd campaign, but present whenever the CSM LM UMB bus was powered (MNA or MNB cbs closed and the bus powered).


Blocking: LM ascent batteries fixes
I have corrected an issue recently introduced where the LM ascent batteries would not last long enough to perform an ascent from the Lunar surface to the orbiting CSM. This issue has now been fixed but might still require some balancing. Let me know if you are still having issues with this.


Minor Main Menu design updates
I have moved some components a few pixels here and there, and added the games logo to the Main Menu.


I also changed the placeholder complete/incomplete label on missions to a checkmark, and moved it in front of the mission name.


Black artifacts during landing removed
I have removed some thin black lines and artifacts visible in external view during the landing scene in each spacecraft.

Inflatable flotation in Mercury
I have corrected an issue that prevented the inflatable floatation devices in the Mercury Capsule to inflate when landing.


Cockpit refresh during external view
I have corrected an issue that prevented the cockpit from refreshing or receiving input while in external view or while being in another active spacecraft.

Export Telemetry Data
By request from devs in the Reentry community, I have added a flag: IsFlashing that can be used to animate the flashing VERB and NOUN digits on the CMC and the LGC.

I have also exposed the flags: HideVerb & HideNoun. These flags can be used directly instead of IsFlashing to follow the animation in the game. However, the sync of this has not been tested.

You can find more information about the tools made by the community using these features here:
[previewyoutube][/previewyoutube]

Patch notes
  • Research: Game sub name change
  • Fixed the thin lines/black artifacts during ocean landings
  • Fixed the inflatable landing system in Project Mercury
  • Minor Changes to the Main Menu
  • Added a realism setting for auto prograde rotation
  • Corrected an issue with the LM ascent batteries
  • Fixed an issue where the CSM LM umbilical would cripple the cyros
  • Fixed: Cockpit not updating while in external view
  • Fixed: Campaign 2 (Gemini) - mission 5 updates
  • Updates mission files with community corrections from GitHub PRs
  • Updates to the pre-launch academy missions of Mercury and Gemini
  • Updates to the Gemini ascent academy lesson
  • Revisited many of the other Mercury, Gemini and Apollo academy lessons not mentioned above
  • Added IsFlashing/HideVerb/HideNoun to DSKY export data

The Journey Towards 2.0: 2024 State Update

On June 21st (Norwegian time) I will host a little presentation where I will talk about the future of Reentry - An Orbital Simulator. Your localized date and time will be visible on the YouTube link below.

I will talk about the current state of the game and what Reentry - An Orbital Simulator is, what to expect from version 1.0, and talk about some new features coming to the game as part of the journey to version 2.0.

[previewyoutube][/previewyoutube]

Update 0.99.22 is out! - Bug fixes, UDP and Ambient Sun light


This small update is mainly a bug fix patch with a few new features. I have continued to fix issues reported by the community, and issues I have discovered as I create some new content for the game. In addition, I have created a new feature to slightly illuminate the cockpit depending on where the sun is relative to the cockpit windows.

Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties).

Cockpit Internal Ambient Light
I have added a new feature that will add some ambient light into the cockpit, around the windows where sunlight gets through. This feature is available in Graphics: Ultimate only due to the requirement of rendering multiple additional lights in the cockpit.

This feature prevents the cockpit from getting fully dark even if sun light shines through the windows of the space craft.

In the images below, all the internal cockpit lights has been turned off:



Updated Flashlight Cookie
I have updated the flash light cookie to create a more realistic mask when looking around the cockpit with the flash light.


Configure Cockpit Switches through an API
I have started to test a new feature that allows the game to configure panels through an API. This uses UDP, and will allow external applications to set panel switches and press buttons. I will soon release a new GitHub repo where an example client + domain models can configure the panels while Reentry is running.

This is mainly to allow external devices such as an AGC to press buttons without having to bind input as a joystick, and for 3rd parties to create small panels and switches that can be used to control Reentry, such as an SCE to AUX switch, or maybe some more used switches to configure attitude modes etc.

This is step 1 and is currently in testing with a few developers, feel free to join us in the Reentry Discord server.

An example of this is a DSKY that can interact with the AGC/LGC DSKYs in Reentry:
[previewyoutube][/previewyoutube]

More information about this project and how you can build one can be found here:
https://github.com/Apollo-Simulation-Peripheral-Lab/DSKY


TB6/TLI and the SII Sep and Uplink Act light
I have fixed an issue where the SII Sep and Uplink Act light would extinguish too early, preventing the crew to use the lights to start the Mission Timer at TLI T -9:00 minutes.



Patch Notes:
  • Added some logic that creates an ambient light based on window orientation and size relative to the sun, to prevent a cockpit being completely dark even if the sun shines through the window
  • Updated the Flashlight cookie
  • LM RCS min impulse updates
  • CM and LM system tuning
  • Fixes related to saving and loading CM and LM orientation and rates
  • Fixes related to storing CO2 levels in save state
  • UDP testing to allow external applications set switches and push buttons. This will allow external devices control switch positions in the cockpits.
  • TLI Pad text corrections
  • Campaign 3, Set Sail updates
  • Campaign 3, Loss of signals updates
  • Big update to the Mission system to be able to create more complicated and detailed missions in the future
  • Updated the logic related to SII Sep and Uplink Act light and TB6, making it possible to time DET start with the light
  • Apollo Ascent>Boost checklist update