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Update 0.99.56: Bug Fixes, QOL, VR improvements, translation updates


The 0.99.56 update contains fixes to reported issues, language updates and improvements to VR. It adds Russian language support for all Gemini missions. You can see the full patch notes below.

Note: If this update gives you issues, you can revert to a previous build using the Steam Betas tab.


Resolution Settings
I have improved the resolution settings dropdown to reverse the shown values, reduced its content size and added a better scrollbar to let you correctly set the resolution.


The resolution items available in this list are fetched from the device, but if it for some reason does not contain a resolution you know you can support, you can use the in-game console to set this to any other value, like 3440x1440:
s -resolution 3440 1440 1

Apollo TLI Tool
I have made some fixes and corrections to the logic of the TLI tool, and changed the value of the estimated time to reach the closes point of the Moon (Lunar Pe). It should now show the GET/MET of Pe passing. You can now use this to easier plan your journey and LOI burn.


Virtual Reality (VR)
I have added a VR Panel State Loading Screen shown once you are loaded into a mission. This is visible while aligning and setting up the state of the mission, just like the preparing cockpit state screen you are used to in flat mode.

The VR Cursor ray casting logic and UI ray cast blocking logic has been improved to prevent 2d UI to interfere with panel interactions. This caused for some players an issue where they would get stuck due to not being able to interact with the panels.


I have also rolled out a feature for testing where the mouse cursor is confined to the screen during VR play.

Another feature I have rolled out for testing is to make a separate Camera Points file for VR, as you might want to modify or differentiate the default camera snap points in standard or VR play. The files are for example named CameraPoints.json and CameraPoints_vr.json.

Big thanks to ataribaby and John F for testing and providing great VR feedback.


Translations
A big thanks to Kind_Stone (Discord) for translating all the Gemini missions to Russian. The games UI, Mercury Missions and Gemini Missions should now be fully translated into Russian and has been made available in this patch for testing.

I have also made some improvements to the language tools to trim the translated strings.



0.99.56 patch notes:
  • Fixes to the Resolutions Settings dropdown
  • Breaking fix for Mercury-Redstone 3 historic mission (Russian version)
  • Apollo: Fixed the estimated time to reach Lunar Pe in the TLI planner
  • Gemini: Fixed camera tool listing
  • VR: Additional fixes to the VR Mouse Cursor casting and UI blocking logic
  • VR: Panel State Loading Screen
  • VR: Confine mouse cursor to Game Window
  • VR: Added Camera Snap Point files for standard (CameraPoints.json) and VR (CameraPoints_vr.json)
  • VR: Prevent access to unsupported external views
  • Translation: Gemini Academy, Scenarios, Free Play and Historic missions translated to Russian
  • Translation: Fixed string trimming issue in the Campaign Descriptor Translation Tool
  • Minor fixes to various missions and panel state corrections
  • Typo fixes

Update 0.99.54: Campaign and Academy Fixes, Bug Fixes


This update will fix a lot of issues and reported typos related to various Academy lessons, and the two Apollo campaigns (Campaign 3 and 4). It will also roll out some bug fixes (see patch notes below).

Note: If this update gives you issues, you can revert to a previous build using the Steam Betas tab.

Thank you for your patience while I was having the flu, I will try to catch up with the community messages and bug reports as I had to completely step away from development and the community for the last two weeks.

Apollo Entry Academy lessons
I have restructured and rewritten a lot of the Apollo Earth Entry lesson. It removes the use of the Ordeal and covers how to align the platform for entry.

The lesson will cover a lot of the entry procedures but not absolutely everything as it aims to teach you the major steps required for an entry. I have added a follow-up lesson that will introduce you to the real procedures and will teach you to perform entries using the full procedure. I have also added a similar lesson for Lunar Entry in the Advanced section.

Apollo Automaneuver lesson update
I have remade the Command Module Automaneuver lesson. It now contains more information, details, covers the SCS, different flight modes, and removes the use of the ORDEAL ORB RATE mode.

Campaign Updates
I have rolled out a lot of updates to all campaigns, and also restructured and rewritten a lot of the two Apollo campaigns.

Mission Command Highlighter
I have rolled out an update to the Mission Command highlighter logic. This is the logic that highlights a switch that a Mission Command / Radio Message wants you to adjust. If a radio message require you to interact with a switch, the switch is added to the top of the Checklist Guidance System queue. This is a core change and I have played through all of the games Academy lessons and Campaign missions to check this update, but please report if you stumble upon strange issues with this.

Visibility toggle for the Date/Time UI text
I have added a toggle that can be bound to a hot key (Input Settings) to toggle the visibility of the Date/Time UI text.

Typos
I have fixed the reported issues on GitHub and the reported issues on Discord related to typos in a lot of the Academy lessons, Historic missions and Campaign missions.



Patch notes:
  • Checklist fixes
  • Added the RUN feature to more checklists
  • Added a lot of Apollo Mission / Timeline Checklists
  • Shader update for Velcro clipping
  • Fixed the UI blocking logic that got bypassed in Project Mercury after patch 0.99.50, making it possible to interact with the panels through the UI
  • Fixed so Mission commands that highlight switches should show on top of the current checklists step queue, in-case you have a checklist queued up
  • Updates to the Apollo Auto-maneuver lessons
  • Made the Date/Time field toggleable (bind a key to it in the Input Mapper)
  • Fix for the CM/LM RCS sound effect bleed (you can hear the CM RCS thrusters fire when in the LM)
  • CustomPhoto fixes
  • Big updates to the Campaign 3 and Campaign 4 missions
  • Added Apollo Earth Entry lesson 9B: Full procedure
  • Added Apollo Lunar Entry Full Procedure lesson

Reentry has been patched to 0.99.53 - hot fixes related to CSM entry


This patch mainly corrects issues related to Apollo Command Module atmospheric entry. The previous patch had an issue that inverted the lift-vector during entry, making it very hard to survive even the Academy lesson.

I have also re-worked the Apollo Deorbit, Entry & Landing Academy lesson. It now covers more of the main steps needed for Deorbit and Entry planning. I will continue to iterate on it with more instructions on how to manually fly (I have a video about this). I am also in the process of creating a video tutorial of the lesson.
Next I will add a practice-lesson where you can try to perform an entry using the Checklists (it will be similar to the lesson but use checklists instead), and a Lunar Entry lesson (slightly different procedures).

Note: Unfortunately my family and myself got some kind of virus and all having high fever, causing a delay in fixing things. Updates and response will be slow.

Patch notes:
- Reworked the Apollo Command Module Entry lesson
- Command Module inverted RSI fix
- Fixed an issue with the 0.05G switch preventing the EMS 0.05g light to illuminate
- Fixed the inverted lift direction during CSM entry introduced in the last patch
- More fixes to the command module roll and roll index logic
- Continued to iterate on the CSM/CM auto-maneuver logic
- Reported Typos and minor corrections to AOH checklists
- Minor: Fixed CM entry angle symbol that rendered in the Maneuver Planner UI
- Maneuver Planner: Changed so the estimated "Time to EI" becomes "Time of EI" (MET)
- Maneuver Planner: Added the CM/SM time stamp (MET)
- Additional testing related to a Saturn IB -> SIVB ignition issue (rare), reverted the previous fix

Reentry has been patched to 0.99.51/52


This hot fix and patch will fix some issues with VR that has occurred after a recent system crash that corrupted the initialization logic and caused problems with the VR UI system.

0.99.51:
You should now be able to:
- Initialize into VR mode
- Switch between the Lunar Module and the Command Module
- RUN checklists
- Interact with the VR UI

0.99.52:
- Corrected an issue that limited the maximum amount to steps in the Checklist Guidance System

Thank you for reporting!

Update 0.99.50: Bug Fixes, VR, CM GDC, checklist logic


This patch contains a lot of bug fixes where I have tried to address some of the known blocking issues. It will also roll out an improvement to the Checklist Guidance System (aka "RUN") that helps you execute checklists and plan for maneuvers. In addition I have taken a big leap in improving the Virtual Reality implementation. I have also spent some time improving the Command Module panels and underlying logic (not graphical only), and added some cue cards and PADs that can be visible inside the cockpit.

Note: A lot of core features has been changed in this patch. If this update gives you issues, you can revert to a previous build using the Steam Betas tab. The previous update is on branch: Reentry Version Reentry Version 0.99.45.

Critical bug fixes
  • Fixed an issue with the Lunar Module P52 opt 2 logic that would crash the game
  • Fixes to the Apollo Ground Crew (cold & dark state) that led to Fuel Cell issues
  • Command Module Battery Charger fixes and reverse current fixes
  • Fixes to the Command Module EPS logic and Fuel Cell wiring.
  • Fixes to the Command Module Accelerometer Indicator
  • P52 opt 3, removed one excessive PRO press compared to checklist
  • Command Module roll index fixes
  • Improved the Apollo Saturn V pre-launch checklist with time stamps
  • Fixes and updates to the Academy lessons
  • Fixes for the UI and Mission Translation tools
  • Mission achievement unlock fixes
  • Lot's of typos


Checklist Guidance System
The checklist guidance system has received an improvement and some UI changes. The RUN button has now been split into two different buttons. Both of them will RUN the checklist and move all its instructions into the Checklist Guidance System (CGS). Their difference is how they queue/add the steps of the checklist to the CGS.
The two RUN buttons can be seen in the lower right corner. It was previously in the upper right corner

You can queue up instructions from multiple checklists. To do this, you can open a checklist and press one of the RUN buttons. All instructions are then copied into the Checklist Guidance System. If you go back and select another checklist, and press one of the RUN buttons, all the steps from that checklist will also be queued up, or appended, to the existing steps. By using this feature you can stack up multiple checklists and follow them through the Checklist Guidance System.

The difference between the two RUN buttons is that one of them will add all the checklist steps in-front of the queue (so above the current step), while the other will append all the steps at the bottom of the existing queue.

Some checklists has dependencies, requirements, and asks you to also complete another checklist in-between its steps. Using this new system you can insert the steps from one of those steps in the middle of an already executing checklist without the need of pressing CLEAR ALL, complete the other reference checklist, before having to continue the checklist you were actually completing.

In the image above I have queued up multiple checklists and can now follow the steps to complete them all. Note that when you press RUN now, the checklist name will be appended into the steps to indicate when a new/different checklist starts

During the Academy or the Campaign, you will mostly execute a single checklist at a time, and can in that case use any of the two buttons.

Improved Panel Interaction ray-casting logic
This was a brutal issue to fix but I have finally managed to improved and fix issues related to the switch interaction logic. Using the mouse buttons you can flip a switch or press a button by using the left and right mouse buttons. When pressing a button using the mouse or VR, a ray will be cast from your mouse cursor to the switch you wish to interact with. This ray-casting logic has now been improved to better be able to detect what you want to press and should be more predictable.


Resizable Checklist Guidance UI
The checklist guidance UI window can now be resized. Press and hold the mouse cursor on one of the corners of the window or one of the edges, and drag to resize it. This is good if you are curious about other steps, want to make the window larger, or smaller. Keep in mind that you can still move it anywhere on your UI by clicking and dragging the window within its edges.


Virtual Reality VR - Moveable Mission Pad and VR menus: A click&drag button on the upper/right side of the Mission Pad can be pressed in the VR Mouse Cursor mode. This will attach the mission pad to the view. You can then mode the view and your head to re-position the mission pad. Pressing the button again will leave it at its current location. I plan on improving this but at least you should now be able to move the Mission Pad.

VR - Command Module Optics: I have added support for using the Command Module Optics/Scopes for both controller mode or the VR Mouse Cursor mode. You can bind keys for switching between scopes and exiting from it. This applies to normal desktop play and both VR modes.

VR - Improved core UI logic for VR: I have had issues scrolling the mission pads, maps, checklists, pressing buttons etc. in VR. I have improved how the VR modes now interact with the UI, allowing better control and predictability while handling the various UIs and scroll views.

VR - Mission Pad and UI elements now block panels behind it: Previously the VR UI system was unable to detect if a UI element was pressed, and if you would interact with the UI (like pressing a button) and a panel switch was also behind that button, you would both trigger the button-press logic, and flip the switch behind it. This has now been fixed.

VR - Scroll wheel support: You should now be able to scroll UI elements with the mouse scroll wheel while using the VR Mouse Cursor mode.

// End of VR ///

Improved Attitude Set Control Panel and Logic
The logic behind the Attitude Set Control Panel has been fixed and I have improved the panel to better reflect reality. You can click and hold the Roll, Pitch, Yaw thumbwheels to change the target angle. Pressing once will increase/decrease the angle by 0.2 degrees. Holding down the button press will roll it continuously and the pace of the roll will increase the longer you hold down the interact key.


Command Module: GDC and GDC Align
I have rewritten the entire Gyro Display Coupler (GDC) logic in the Apollo Command Module. This is a set of gyros responsible to maintain an inertial platform and is used as a "backup" to the Inertial Measurement Units (IMU). This improvement will now also allow you to better align the GDC towards a desired attitude, or align it with the IMUs (common Apollo Command Module procedure).


Using this new system will allow you to use the Attitude Set Control Panel (ASCP) to set a target attitude, and then use GDC ALIGN to slew the GDC so the attitude of the space craft becomes similar to what the Attitude Set Control Panel thumb wheels indicate. This is great if you wish to for example slew the GDC during Transposition & Docking to make the 180 pitch maneuver more precise.


You can also use this to better align the GDC with the IMU (the previous simplification is still recommended as the auto slew function still can run into issues) by following this checklist:


Manual GDC slew: If the GDC ALIGN logic is unable to automatically drive the gyros to the desired orientation you can at any time while holding down the GDC ALIGN button switch to Manual Gyro Slew Mode by pressing any of the Gyro Slew hot keys. To do this, you need to bind the Gyro Slew Pitch/Roll/Yaw hot keys in the input mapper. While the GDC Align button is held down and one of these keys are pressed, it will switch from automatic drive to manual slew. You can then slew the ball to any orientation (without worrying about gimbal lock).


In the video below you can see me use the Attitude Set Control Panel to align the Gyros during transposition & docking. I use the GDC ALIGN to auto-drive the GDC to the target attitude, use this to simplify the turnaround maneuver. Once docked, I align the GDC to the IMUs again showing the GDC ALIGN method, the manual slew GDC align method and the GDC Aling to IMU simplification procedure I have coded into the game. The IMU simplification will automatically align the GDC perfectly with the IMU. Everything related to these three modes are explained in the ALIGN GDC TO IMU checklist.
[previewyoutube][/previewyoutube]

In-Cockpit PADs
You can use the CREW MEMBERs -> COCKPIT EQUIPMENT to toggle an in-cockpit version of any PAD that you have drawn. The PAD will be attached to some Velcro on the panels and can be easily referenced while operating the computer and plotting data. A micro-UI can be used to navigate between the PADs.


Note: Keep in mind that if you have not filled out a PAD, the sheet will be empty. The in-game PAD system is a backup system for those who do now have the PADs printed out or available through a tablet.

Apollo Cue Cards
I have added multiple in-cockpit cue cards (data from the Apollo 15 checklists) that can be toggled to be able to reference procedures and important steps/information during various procedures.




General interior fixes and recoloring
I have updated some rendering shaders, materials and re-made some models to improve the visual quality of the Command Module/Mercury/Gemini interiors to make it more realistic.


Thank you for reporting issues!


0.99.50 bug fixes and patch notes:
  • Lot's of typos
  • Fixed an issue with the Lunar Module P52 opt 2 logic that would crash the game
  • Improved the Apollo Saturn V pre-launch checklist with time stamps
  • Fixes to the Apollo Ground Crew (cold & dark state)
  • Fixes to the Command Module EPS logic and Fuel Cell wiring.
  • Command Module Battery Charger fixes
  • Fixes to the Command Module Accelerometer Indicator
  • P52 opt 3, removed one excessive PRO press compared to checklist
  • Command Module roll index fixes
  • Fixes and updates to the Academy lessons
  • Fixes for the UI and Mission Translation tools
  • Mission achievement unlock fixes
  • Improved ray-casting logic in all modules, used to cause sometimes when working with the OBC or the CMC/LGC.
  • Fixes to the Apollo Command Module GDC platform logic
  • CSM Pyro Logic fixes
  • Minor updates to the Command Module cockpit
  • Rearranged the Checklist UI slightly
  • Added a new RUN-button that will put the checklist in front of the instructions queue
  • Made the checklist guidance UI resizable
  • Apollo: Cue Cards
  • Command Module: Window Shades for all 5 windows to block against sunlight
  • Added keyboard mappings to switch between optics and exit them
  • VR: Added support for the CSM Optics using VR Mouse Cursor mode
  • VR: Fixed VR interaction with UI and Mission Pad, it kept loosing focus while dragging the scroll views or map views
  • VR: Fixed so you do not interact with the panels when interacting with VR UI
  • VR: Added support to scroll game UI with the scroll wheel while using the VR Mouse Cursor mode
  • VR: Made it possible to move the Mission Pad and VR Tools by adding a button that will attach it to the VR HMD Rig, and release it.