Reentry - A Space Flight Simulator - LyraCreative


The 0.99.67 update contains a lot of fixes and improvements. It has been a brutal patch to write both in complexity and time, but the outcome sure is worth it. The patch contains a lot of fixes for both Gemini and the Apollo spacecraft. The main elements are attitude calculations, Inertial Measurement Unit updates and attitude control.

Note: This update changes a lot of the core logic. If you experience new issues related to this update, please report them. You can revert back the a previous build (0.99.59) using the Steam betas tab for the game.

Gemini Rate Command
I rewrote and improved the Gemini Rate Command logic. The rate command mode will now behave much better. Input (attitude stick deflection) is now transformed into more correct jet-firings, causing the attitude input to better select what OAMS and RCS jets to fire. During rate command you will now notice that the attitude will not bleed into other axis than the one you command.

Previously, during OAMS/RCS rate command, you would notice the craft would start to build angular rates on other axes in addition to the one you commanded.

The jet-firing logic has also been fixed so that the jets generate audio when you apply input, and while the systems reduce rates. Previously the craft would damp the rates but you would not see the thrusters ignite or generate audio.

I have also improved how all this consumes fuel.



Gemini/Agena docking
I have improved the Agena Acq. light and light cookie. It will now use a different system to visualize the light and that large cookie has been removed (the one that grows larger and larger the closer you get).

I have also removed the docking positional/mooring interpolation. It should now be a big improvement but not yet where I want it to be.



Skylab attitude issue fixed
I have fixed the issue where Skylab would mimic the attitude of the approaching Command Module before docking that some users has reported. It should now stay still during final approach and docking.



Command Module: IMU/GDC fixes
I have spent a lot of time rewriting the logic and the math of how the attitude of the craft is calculated (roll, pitch, yaw), and how the internal logic of the IMU works. Previously you would have an unstable attitude in a large portion of the attitude bands and the attitude in some cases didn't even make sense.

This fix was brutal but you should now have a big level-up to the entire experience as such a core element of an Apollo flight has become reliable and stable. These fixes also applies to the CM GDC.

Big shoutout and a thank you to Amaryllis/Nuke for all the work related to feedback, suggestions, teachings and testing, this logic would not have been at this stage without your support. So thank you, your work will improve the game for all Reentry players.

This fix will no longer cause a strange "gimbal lock"-type issues at around pitch +90.00 and pitch +270.00. Previously you would reach a gimbal-lock type of a math issue at around these attitudes, making most attitudes in the CMC go crazy in these zones. You can now for example maneuver the craft to +90.00 in pitch, while also maneuvering to +10.00 in yaw.

This logic should now function quite similar to what the behavior was in the real spacecraft.

You can test this by switching into SCS or CM FREE mode while also, on the CMC, pulling up V16 N20E to visualize the attitude. The CMC calculated attitude should now match what you see on the FDAI ball in all areas around the entire ball. The Roll Index needle on the FDAI has also been improved to better reflect you current roll in all pitch/yaw attitudes.



Lunar Module: IMU/AGS fixes
I have done the same updates to the Lunar Module IMU and AGS. The Lunar Module attitude should now be as stable and realistic as the Command Module IMU fixes.



CM/LM FDAI textures updates
I have made some improvements to the CM and LM FDAI textures to better handle UV-mapping and improved the details on the attitude balls.



Gimbal Lock warning lights
With the above corrections and the now much more stable attitude control I have enabled the Gimbal Lock lights in the Command Module CMC and the Lunar Module LGC. This light will turn on when you are maneuvering inside the Gimbal Lock zone as an initial test. For the Command Module this is when Yaw is at >70 degrees on both sides of the belly band (this is visualized as a red zone on the FDAI), and if you roll the Lunar Module to >70 degrees on either side.



Command Module Computer: Attitude Hold flag during Auto Maneuvering
The CMC (Command Module Computer) will now behave more realistically. During an auto maneuver using for example V49E the craft will maneuver towards a target attitude. When this attitude is reached V50 will show on the DSKY and the CMC will enter a Attitude Hold mode. This will prevent the craft to continuously try to return back to the commanded attitude outside of the Auto maneuver Routine.

If you generate input (when not in Direct mode) the CMC will also issue the Attitude Hold flag, or if in the middle of the auto maneuver routine, revert to Attitude Hold.

I have also fixed a lot of the logic related to setting the attitude hold vector based on the above fixes.


Command Module/Lunar Module auto maneuvering targets
With the improved IMUs and attitude calculations I have now been able to improve the internal logic of the Auto maneuvering target attitude-to-vector logic. Previously, if you would target an auto maneuver for example Pitch +45.00 and Yaw +45.00, the auto maneuvering logic would take you somewhere close, to like pitch +30.00 and yaw +25.00 and be happy, signaling that the target attitude has been reached. The targeting worked well if you would only target a selected Pitch and leave Yaw at 0, or if you would target a Yaw but leave Pitch at zero.

The previous issues with this system made it mandatory to align the IMU with for example the preferred burn direction, so that the burns would be executed at R, P, Y at zero, as yet had the possibility to auto maneuver to any attitude around the inertial platform.

This has now all been fixed and auto maneuvering can target any attitude outside of Gimbal Lock.

This logic applies to both the Command Module Computer and the Lunar Module Computer. This means that the Lunar Module should now be able to handle orientation during for example Lunar Descent, removing the need to manually occasionally handle cases where the Lunar Module would yaw or roll when around the +90.00 pitch zone during a powered descent to land on the Moon. Previously you would disable for example Yaw or Roll during PDI to prevent this.



Command Module: SPS Burn Planner includes target attitude
The Burn Planner and the P30 SPS maneuver PAD has been updated to include the target burn attitude of the current IMU alignment. With the attitude control fixes in this patch it is now possible to calculate the target attitude of the burn using the current REFSMMAT/IMU alignment.

Previously you would typically plan a burn, run P30 to set it up, use P52 opt, 1 to align the IMU with the preferred REFSMMAT (direction of the burn), use V49E maneuver with 0,0,0 as the target, then execute the burn using P40.

Now you can do that, and continue to use the procedures above if you want to, or you can skip the IMU/REFSMMAT alignment step above and instead just use the calculated burn attitude on your current burn attitude.

The Burn Planner will now show you the burn direction attitude, and it will be communicated to you in the PAD and in the Mission Control message when you press REQUEST.



Gemini loading SFX
I have fixed some issues related to the sound effect system where you would hear sound effects during state loading when loading into a Gemini mission that starts in orbit (such as the "50 seconds" sfx)


Command Module: IMU cage and V41 N20E improvements
I have improved how the IMU cage in the Apollo Command Module works. You can now use this switch to cage the IMUs without causing some internal offsets for the rest of the mission. I have also improved the logic of the V41 N20E coarse align logic. It still needs work but it's a step in the right direction.


Apollo Timeline checklists
For those who are familiar with the Reentry Apollo craft and have completed its missions can try to instead use the new Timeline checklists. These are quite similar to the AOH checklists but are instead based on the real flow checklists during the Apollo 15 mission. These checklists can be easier to follow compared to the AOH checklists. This update adds quite a lot of new checklists to the TIMELINE tab.



Experimental: CMC P20
This patch rolls out an experimental version of P20, along with checklists to reach PTC roll or ORB RATE using P20.

You can enter P20 to select either the option to reach a desired rate around an input spacecraft axis. You can use this to reach a target rate of PTC roll. Keep in mind that attitude rates are now part of timescaling.

You can also use this to build rates around another axis to for example reach an orbital rate so the craft stay still relative to the LVLH (ORB RATE). For this I recommend you to toggle OFF the Simplified ORDEAL setting.

You can also use P20 to maneuver the craft towards a select STAR ID. You can select a given axis of the craft to point towards this selected STAR ID.



Experimental: CMC P23
This is mainly for fun and completeness but I have started to implement the basic logic required to make P23 - Cislunar Navigation work. This CMC program will let you use the optics to superimpose a star with the near/far edge of the Earth Atmosphere or the Lunar Surface. This is used to update the State Vector stored in the CMC.

However, the main outcome of this implementation is that is has improved the Optics system, and added the superimpose capabilities to it. I will create a video tutorial of this when the implementation is more complete.



Apollo 13 in-real time (TurryBoeing)
I would also like to mention that TurryBoeing is currently streaming the entire Apollo 13 mission using NASSP/Orbiter in real-time (not timescale). If you want to learn about Apollo, the Command Module and the Lunar Module, this stream is a great source of knowledge.
https://www.youtube.com/watch?v=MVH8BTyoztg


Patch notes:
  • Gemini - Agena Acq light halo fix
  • Gemini thruster sound fixes for rate command mode
  • Improved the Gemini rate command mode thrusting logic, it is now more stable and does not bleed into all other axes
  • Improved the Gemini/Agena mooring/lerp logic
  • Added a lot of Apollo 15 checklists into the TIMELINE section of the Apollo Mission Pad
  • Fixed the "50 seconds" (among others) sfx playing during loading Gemini missions
  • Attitude rate time scaling improvements
  • Attempts at fixing the Skylab relative rotation issue
  • Apollo CM: Minor fixes to IMU Cage and V41 N20E
  • Apollo CM IMU and attitude fixes
  • Apollo LM IMU and attitude fixes
  • Added logic to trigger the Gimbal Lock light (not will not enter coarse align at 85 degrees, will become an option for those who wish later)
  • Fixed so the CMC AUTO mode will use ATT HOLD logic unless you are running the automaneuvering logic or P20
  • Minor P51 changes
  • Att Hold vector refresh in various locations (to avoid having to give the joystick a deflection to update it at some critical places
  • Rewrote the Apollo CM automaneuvering targeting logic, the pitch/yaw to vector calculator and made automanuvering much more stable
  • Updated the CM Maneuver Planner to show target attitude based on current IMU/REFSMMAT
  • Added current-IMJ target attitude do the CM P30 burn
  • P23 - Cislunar Navigation experimental
  • P20 - Universal Tracking experimental
Reentry - A Space Flight Simulator - LyraCreative

This minor patch will update the logic behind the Out of Bounds warning and corrects an issue that made it appear where it should not. It also updates the new UI Block logic to support the use of scroll wheel on UI element without zooming the camera.

Patch notes:
- Out of Bounds logic fixes
- Using the Scroll wheel on UI elements also zooms camera fix
Reentry - A Space Flight Simulator - LyraCreative

This is a minor patch that corrects some issues related to the Mouse Cursor, TLI planner, TLI burn execution and Academy lessons. It also adds support for customizing the Loading Screen images.

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


Mouse Cursor fixes
This patch fixes an issue where the Mouse Cursor while looking around or moving around the cockpit would stop the movement due to the UI detection logic.

Loading Screen Images
The update also rolls out a new Loading Screen Image feature where you can edit the current loading screen images, and add additional loading screens. You can read more about this in the readme.txt file located in [AppData: Reentry]/LoadingImages - the loading screen design has some minor design changes as well to support both light and dark background images.

TLI fixes
This patch also rewires some of the logic behind the TLI planner to improve the stability of the burns. It also marks the beginning of an attempt at adding support for save states between the TLI burn and Lunar SOI entry.

Academy Lesson Corrections
I have rolled out fixes top various academy lessons such as the Apollo Command Module Earth Entry lesson and the SPS burn lesson. I have also fixes some typos. All of these are minor changes to the lessons.

Entry Lesson Videos
I have created two new videos. They are not perfect but hopefully it will help you with the Entry Procedures.

Earth Entry (Lesson 9 A - Main Events, not using full procedures)
https://www.youtube.com/watch?v=MYzY1wXG0-Y

Earth Entry (Lesson 9 B - Full Procedures)
https://www.youtube.com/watch?v=P0YUZbaX9YI


0.99.58 release notes:
  • Mouse Cursor fixes
  • TLI burn updates
  • TLI tool and execution fixes
  • Post TLI -> Lunar SOI save state fixes
  • Minor Loading Screen design changes to accommodate for using both light and dark background images
  • Customize Loading images ([AppData: Reentry]/LoadingImages). The readme in there explains how to use it. The folder will be generated when you load into the games Main Menu
  • Academy lesson corrections (Apollo L8 completion, Apollo L9 entry lesson fixes)
  • Additional Apollo checklists
  • Fixes to checklists and typo corrections
Reentry - A Space Flight Simulator - LyraCreative


This is a minor patch with a hotfix for the orbit view camera movement blocks that was introduced to some users after the previous patch. This issue caused trouble with camera control in Orbit View.
Reentry - A Space Flight Simulator - LyraCreative

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
Reentry - A Space Flight Simulator - LyraCreative

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 - A Space Flight Simulator - LyraCreative

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 - A Space Flight Simulator - LyraCreative

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!
Reentry - A Space Flight Simulator - LyraCreative

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.


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.
Reentry - A Space Flight Simulator - LyraCreative

This update will correct a lot of long-term issues such as attitude hold capabilities, ping/pong thruster firing, improve how the Apollo Digital Autopilot (DAP) works, add the latest contributions to language support, improve how the ORDEAL works and fix critical issues. It also improves the Reentry UDP Api. This is a big update with a lot of fundamental changes, so please check the note below on how to revert if you stumble upon issues.

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 0.99.42 and Reentry Version 0.99.41.

Update 0.99.46: Rolled out a minor patch related to this updated correcting a defect CSM translation thruster (left/right) and increased the font size of the Gemini EVA/Hatch function bubbles.

Critical bug fixes
  • Mission 1, Campaign 3:
    I have corrected an issue where you were unable to complete the first mission of Campaign 3 (the cutscene).
  • Mission 2, Campaign 3:
    Corrected the initial state of the panels that caused issues as you progress through the mission.
  • Mercury Earth/Atmosphere artifact:
    Fixed the large white glowing lights during external view of Mercury ascents and orbit (this bug was introduced in my previous patch).
  • Ground Crew Ingress - Fuel Cell state fix:
    Made a fix that would automatically connect the fuel cells during the ground crew ingress state.
  • Updates to the TD&E lesson
    I have improved the Transposition, Docking and Extraction lesson (Lesson 10 of the Apollo Command Module Academy) to contain more information about DAP setup, EMS setup and some more details on the turnaround to docking maneuver.
    Note: For any docking mission, I recommend turning off the Automatic Prograde rotation Realism Setting

Command Module DAP parameter updates
Added support for the A/C (XTAC) and B/D (XTBD) X-translation parameters (R1, parameter B and C), and the R2 parameters A: A/C or B/D roll.


You can now configure what thrusters you wish to use for translation in the X-axis, and what thrusters you wish to use for roll.


CMC/LGC thruster logic fixes
I have improved the logic and algorithm responsible for deciding what thruster needs to be fired, and for how long it should be fired while maneuvering towards an attitude, or while maintaining an attitude. The mode will enter a ping/pong (thrusters going bwop-bwop-bwop) mode depending the selected DAP parameters (deadband, max rate), but unlike before, it should be much better at reducing it, recovering from it, and stopping the rates down to a very small fraction (angular rate) once inside the target attitude +/- deadband.


CMC/LGC Attitude Hold logic
I have improved the Command Module and Lunar Module CMC/LGC attitude hold logic. This mode allows you to use the hand controller to manually maneuver towards an attitude. When you deflect the controller, the craft will accelerate until the rates specified in the DAP setup has been met, then drift until the stick is released. When released, the mode will try to maintain the attitude you had when the stick was released, following the set DAP parameters. This logic existed before but has now received a much needed overhaul.


Command Module/Lunar Module ORDEAL improvements
The ORDEAL in the Command Module and the Lunar Module has two modes: ORB RATE and INERTIAL. INERTIAL will display the current IMU/GDC attitude on the FDAI, while ORB RATE will show the Local Vertical Local Horizontal (LVLH) on the FDAI.


Reentry has so far used a simplified ORDEAL logic when the ORDEAL is set to ORB RATE. It temporarily adjusted the IMU/GDC inertial platforms to match the LVLH (or the attitude visible on the FDAI). When the ORDEAL was returned to INERTIAL mode, the adjusted IMU/GDC platforms would revert to their original settings.
This allows auto-maneuvering and spacecraft attitudes to align with the selected ORDEAL mode. The simplification here is both that you can always have a Local Vertical Local Horizontal attitude reference to cross check the IMU/GDC while you learn to operate the craft, and also have the ability to maneuver the craft using this LVLH as your inertial platform (such as being able to target attitude 0,0,0 while in Orb Rate to reach progreade, or 0,0,180 to reach retrograde).

I have now made a setting that allows you to opt out from this simplification.
Note: Keep in mind that some academy lessons assume this is set to ON.

Setting this to OFF will make the ORDEAL only adjust the FDAI ball without affecting the orientation of the IMU/GDC. This means all attitude information, auto-maneuvering, and targeting will be relative to the IMU even while in ORB RATE, and the ORB RATE mode will be visual-only. This is the more realistic option, and I recommend those familiar with the IMU, REFSMMATs, P52, and attitude control to set this to OFF, along with the "Automatic Prograde" realism setting.


Command Module: Direct Ullage
I have added support for the Direct Ullage push-button in the Command Module. This will fire +X axis translation thrusters while being held down. You can use this as a backup from ullaging with the translation stick. Ullaging is a method used to settle the propellants of the SPS engine (CSM) and Descent Engine (LM) in the aft part of the tanks.


Push button logic fixes
I have improved the logic related to the cockpit push buttons (Gemini, Command Module, Lunar Module) based on feedback and requests from you. Any button will now be held down if you hold down the trigger key (left mouse button), and will animate back up when released. Most will still trigger the logic once for each push down, however, some buttons like GDC align and Direct Ullage will continuously trigger its logic while being held down (as before). You can try this while for example interacting with the OBC or the CMC/LGC. Press and hold down the left mouse button, and it will stay down.

I have also corrected the depth of some push buttons to prevent the animation from going through the panels.


Realism Setting: Remove Cockpit Shake
This setting will remove all cockpit shakes during ascent, burns and entry.

Translation/Language Updates
Kind_Stone has submitted multiple pull requests and language updates in order to fully translate the entire games User Interface, Mercury Academy, Mercury Campaign and Mercury Historic Missions to Russian. This is the first translation to completely cover all of the Mercury Content (except for checklists, currently not possible to translate).



This translation is also updated with the big language-support-update I released in the previous patch, where 100s of additional UI elements was added to the translation files, and support for translating Gemini/Apollo missions, and campaign files were added.

Existing translations will still work, but new UI elements and mission changes will need to be added to the translations:



If you wish to help out with translations, be sure to visit our Discord channel and reach out!

Reentry UDP API: Output
I have started to test the output logic of the Reentry UDP API. External applications can now receive state data from Reentry (currently a list of parameters) such as cabin pressure, timers, what warning lights are illuminated, etc. This is limited to Mercury for testing. However, I will soon support sending the existing Gemini OBC and Apollo CMC/LGC currently being exported to a file for monitoring.

Reentry UDP API: Input
I have updates the Reentry UDP API to support more commands from external applications into Reentry - A Space Flight Simulator. External applications can now command most of the panels of all spacecraft.
Previously I had support for Set Switch and Push Button. This update adds:
  • Set Circuit Breaker / Fuse
  • Push Button
  • Set Selector / Knob
  • Set Handle (Pull/Push Handle)

See the video below for details about the Reentry UDP API:


An example of the type that can be passed to Reentry to configure the panel:


Reentry UDP example project
I have updated the Reentry UDP example projects with the new additions. You can find the project here:
https://github.com/ReentryGame/ReentryUDP


0.99.43 release notes
  • Project Mercury white line on Earth artifact fix
  • Fixes to a bug introduced in the last patch where you in Campaign III is unable to complete the first mission of the campaign (cutscene)
  • Added support for the CMC A/C and B/D roll thruster and translation DAP setup
  • CMC Attitude Hold and AUTO thruster fire updates (reduce ping-pong)
  • LM PGNS Attitude Hold and AUTO thruster fire updates (reduce ping-pong)
  • Ground Crew Ingress Fuel Cell state fix
  • Updates to Campaign III Mission 1 panel state
  • Updates to the TD&E lesson (Lesson 10 of the Apollo Command Module Academy)
  • Improved Gemini and Apollo button "hold down" logic
  • Direct Ullage to Command Module and Lunar Module
  • Corrected push-depth of Gemini, Command Module and Lunar Module buttons that went through the panel when pressed (animation)
  • Updated how the CSM and LM ORDEALs work.
  • Added Realism Setting: Simplified ORDEALs
  • Added Realism Setting: Remove Cockpit Shake
  • Translation: Russian Language (Mercury Complete)
  • UDP Output data: Initial testing of sending cockpit/spacecraft data from Reentry to external apps using the Reentry UDP API.
  • UDP input:
    • Added support to the Reentry UDP API for:
      • Set Circuit Breaker / Fuse
      • Push Button
      • Set Selector / Knob
      • Set Handle (Pull/Push Handle)
    • You should now be able to configure the entire cockpit using the API
  • Updated UDP example client
...

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