Reentry - A Space Flight Simulator - wilhelmsenstudios
Uploaded a minor patch that should correct the following issues:
- Some rewiring logic in the Atlas and Redstone Launch Vehicles
- Rewiring of the Atlas Abort logic that has blocked the completion on Mission 4 in the Mercury Campaign
- Game Manuals link correction from the Academy
Reentry - A Space Flight Simulator - wilhelmsenstudios
Uploaded a minor patch that should correct the following issues:
- Minor Mercury Ascent logic changes, should prevent the disappearance of the Atlas Booster on CapSep that happens in some occasions.
- Fixed the logic that should prevent saving state when SIVB/LM/CSM is docked (not yet supported in the save state). This is the state where you have separated from the SIV-B, docked with the CSM, but not yet extracted it from the S-IVB.
- Loading Screen for MOCR and MCCL.
- CSI-2 burn corrections for LM ascent and Rendezvous.
Reentry - A Space Flight Simulator - wilhelmsenstudios
The 0.8122.EA patch contains some fixes for the Mercury Guidance logic that has prevented players from completing campaign missions etc. Please give it a try and let me know if your are unblocked.

In addition, multiple changes in the MOCR Voice Intercom logic has been applied to correct the issues regarding not being able to hear others after some of the players has left the session, and rejoined, or joined another session without restarting the client.

Thanks for reporting, still looking into some of the other reported things.
Reentry - A Space Flight Simulator - wilhelmsenstudios

Reentry has been updated to version 0.8! It's been a long one, but it does contain a lot of improvements, fixes, and new features:

Steam branching
The default public branch on Steam will always contain the latest release of Reentry. However, multiple new branches has been made:
  • alpha-floor: This is a dedicated branch for those who wish to try the latest alpha builds on Reentry. A dedicated alpha-build channel on Discord exist for discussions, testing rounds and feedback. The alpha-log can be found here: https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/
  • old versions: As I release new builds to the default release branch, the old major builds will receive a dedicated branch so you can revert back to it if you wish. I created one for the 0.75 build now.

You can switch between branches on the BETAS tab on the games property page through Steam.

CSM and LM system changes and updates
A lot of effort has been made to fix major issues in the LM and the CSM, as well as the journey from Earth to the Moon, and back. For example, the Lunar Module radars, LGC Program Alarm, the CSM/LM Master Alarms, CSM Optics, TEI calculation logics fixes, changes to the T&D (S-IVB/LM and CSM docking) logic, and LM ascent/rendezvous fixes. The major issues around a mission starting from the pad to lunar landing has been solved too, such as going below the surface of the Moon, but balancing and deeper systems are still todo, such as the PTC maneuver, reactant balancing, ECS management++.

Apollo Mission Control Live
The first alpha-version of MOCR is released for public testing (as we did with MCC Live).
This means that many telelights, buttons, indicators and screens are missing, but will be iterated on in patches and updates going forward. The important thing here is the networking logic, as well as its use during testing sessions. MOCR will receive its main focus in version 1.1.


Saturn V Abort Modes
The preliminary implementation of abort modes has been added to the Saturn V, along with the procedures for them.


CSM System Failures
The Failure System has been added to Apollo, making it possible to trigger random failures, scripted failures and trigger failures from the Apollo Mission Control module. The main aspect here is the system itself, while more failures will be added as the project evolves.


New Cloud System
An experimental cloud system has been added and can optionally replace the existing cloud system. It has a slight 3D look to it, and corrects all the night side pixel artifacts. It does have some seams on the day side that needs more attention.


SPS Burn Tool updates
Radial burns are added to the SPS burn planner.


Optics
P52 now supports option 2. This will let you align the IMUs with the local vertical at a given time.


Lunar Module exterior update
The exterior of the Lunar Module has been updated with a more detailed and functional model. Some internal changes has been made too such as moving the STOP button and the protection of the STAGE FIRE sw.


Campaign IV: The End of the Decade
A new campaign exists where the focus is to fly a full mission from launch, to lunar landing, and back.


More Achievements
New achievements has been added:
- Campaign I
- Campaign II
- Campaign III
- Campaign IV
- One Small Step
- Lunar Landing
- Lunar Ascent & Docking


Mercury
New Atlas guidance logic and inclination modifications has been applied.

Challenges
A new challenge system has been added as an experiment, but if wanted, will host challenges where you receive a score based on how well you can do manual ascents, dockings, lunar landings etc. with Leaderboards. Currently, this system has one challenge: The Atlas Ascent challenge, where you need to manually insert the capsule into a target orbit.


Autosave/Quicksave
You can now enable autosave from Settings. This will automatically save states before planning burns etc. You can also bind a hotkey to perform quicksaves. It is not possible to save during powered maneuvers etc.

Cockpit Cursor is optional
The cockpit cursor is now optional and can be toggled from SETTINGS.

MOCR Operations manual
The draft of the MOCR operations manual has been released and describes most of the currently implemented features of the Apollo Mission Operations Control Room.

You can find the manual in the Academy or here: https://reentrygame.com/manuals
Reentry - A Space Flight Simulator - wilhelmsenstudios

The next version of Reentry (0.8) is still in development, and will contain hundreds of changes and updates to the CSM and the LM systems, as well as general game engine mechanics and updates/fixes for launching from the Pad and landing on the Moon in one go. In addition, many feature requests posted on the Steam Forums and the Discord Server has been added (or will be).

TL;DR: 0.8 main features
- CSM and LM systems (lots of changes here), and a lot of fixes we have identified such as purple rover, LM ascent issues, master alarm etc.
- MOCR to be released to the first public alpha testing round (as we did with MCC Live)
-> Many telelights, buttons, indicators and screens are missing, but will be iterated on in patches and updates going forward. The important thing here is the networking logic, as well as its use during testing sessions
- CSM/Saturn V Abort Modes
- Initial Failure System
-> Many more failures will be added as the project evolves
- Radial burn mode in the SPS burn planner
- P52, option 2
- Lunar Module exterior update
- Campaing IV: The End of the Decade
- More Achievements
- Program Alarms in LGC (1202 for example)
- Mercury Inclination overhaul
-> Mercury Ascent Guidance updates
- A test of a new game mode called Challenges
=> Want to test? Join the alpha builds (warning: very unstable): https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/

To test this, the Test Pilots has been using a preliminary live telemetry client called the Apollo Mission Operations Control Room live (MOCR). This is a similar feature we have seen for Project Mercury: Mercury Control Center live.


The Mission Control modules in Reentry are multiplayer game modes where you can join a multiplayer session where you monitor the spacecraft a player is flying with other mission controllers, just as it was done in real life.

Campaign IV: The End of the Decade
A new campaign has been added where a Lunar Landing mission profile mission is in focus.

Lunar Module exterior update

The temporary Lunar Module exterior model has been replaced with a new 3d model. This includes the ascent and descent stage to give a more immersive and realistic look to it.




Mercury: Inclination overhaul
The major inclination changes I made for Gemini and Apollo has been added to Mercury, and the ascent guidance logic has been modified to account for this.

Apollo Saturn V Abort Modes
The 0.8 update will contain the preliminary system to support the various abort modes of the Saturn V. Procedures will be included in the checklists.

CSM and LM Failures
The same failure system that exists for Mercury and Gemini has been applied to Apollo. The initial version will have some failures included, and more will be added as the CSM and LM evolve after version 1.0.

Audio control from in-game menu and Main Menu settings

This feature lets you fine tune in-game volume. More will be added to this later, but it will let you mute or reduce volume on the various sound effect channels and the new in-game voice comm available in MOCR sessions.

Public MOCR alpha testing
The update will have the bits to start testing and experiencing the MOCR live module. This will make your Apollo missions more immersive, or even easier to learn with real player interactions. Apollo Mission Controllers will be able to join an astronaut controlling the CSM and the LM to see their live data, as well as help them complete their missions.

I have been working closely with Paolo Mangili on making it possible to render his MOCR model in real-time, and used in a game. When you enter the Room, you will be able to experience the Apollo Mission Control room as it was during the Apollo program with a superior level of detail. I have spent countless of hours just enjoying the room and discovering the different details it contains.

You can operate the desk with similar procedures as the real operators did, and the function of the various systems each desk has been written with aim to be as realistic as I could make them. This means you can change the TV channel on each desk as you like, reconfigure your setup to monitor the current mission phase or system in focus, change what the projectors are showing, switch between voice intercom channels to talk with various operators, or even use the Real-Time Computer Complex (RTCC) to calculate burn parameters, TLI, TEI or send DSKY commands to the AGC/LGC (if the astronaut accepts uplink telemetry ofc).

Each desk can be set up as you like and contains a very complex set of systems and features. Each of the TV channels are designed based on real references, or as realistic as possible when creativity or gamification is needed. The polarize switch can for example invert the screen as seen here:


Some of the roles such as Guidance can operate the RTCC. Using a dedicated TV channel and a keyboard-panel to interact with the RTCC software, various programs can calculate and uplink data the CSM and the LM.


Once a program has been started, it can be interacted with in a similar fashion as the Space Shuttle software:


The intercom can be used to speak directly to dedicated channels, to the astronaut, and so on. In addition, a Text-Intercom exists for those who can't join voice.

The room is very complex and will require a modern setup when it comes to the hardware requirements of your PC, such as a dedicated GPU. I have gone as far as I can on trying to make it possible to render this room, but more work is needed. However, I have provided multiple settings to improve performance: If you hit ESC to open the in-game menu, you can switch to "dark mode" to turn off the lights or enable simplified lighting; both modes with a huge performance increase. You can also toggle to render the decoration/non-functional objects scattered around to reduce the drawing rates. More options will be added.


I'm experimenting with a multiplayer experience indicator system. During your multiplayer session, no matter if you are a Mercury, CSM or LM astronaut, or a Mercury or Apollo Mission Controller, you will gain "experience". These are distributed in a level-system with the sole purpose of indicating your level of experience to other players in the room.


So when will this be available?
I don't really know. However, I have rolled out the bits into a dedicated alpha branch on Steam. You can find instructions on downloading the alpha-builds with a mode detailed changelog here:
https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/

Most of the alpha-testing feedback and sessions are happening in a dedicated channel on our Discord server. Feel free to join us! http://discord.gg/reentrygame
Reentry - A Space Flight Simulator - wilhelmsenstudios
Join us on Yuri's night (Monday, April 12th), for a very early preview of Vostok for Reentry on the 60th anniversary of the launch of Vostok 1. The event will take place on YouTube, and will be premiered on the following link:


When I was researching & developing the True Scale System for Reentry I had to start somewhere. I didn't want to clutter the existing implementations of Mercury, Gemini or Apollo so I created a new Reentry module. The intention was to create a larger world, something that reflects reality and integrates well with the physics engine that Reentry runs on top of, and make it possible to inject this into my existing implementation without rewriting the entire game engine.

It all started with a very large, gray, sphere on a blue background. It was 6371000 units large, and had a very, very, very tiny white cylinder on top of it. I connected this large world to the existing physics engine that was powering Reentry, and tried to solve all the challenges that involved launching this rocket in orbit around this large sphere. Slowly, this sphere evolved into the Earth, and that cylinder was replaced by a 3D model of a familiar rocket not yet in Reentry.

The next big thing was to tie everything regarding the virtual cockpit, camera systems, effects, etc into this new world, and design it in a way that I could still reuse most of the existing components and logic, and that things "should just work". Fast forward a dozen months and the first TSS update for Mercury (0.65) was released, the first step of TSS had reached the public.

In the video that will go live on the 12th, I will give you a glimpse of this very early preview of Vostok. I will follow a similar flight path that Vostok-1 had, while I go through quite a few of the panels and systems onboard the spacecraft.

We have set up a Q&A channel on the the official Reentry Discord channel where you may ask questions about Vostok, the plans for Vostok in Reentry, and in general enjoy this anniversary with fellow space enthusiasts.

Disclaimer: Vostok for Reentry is not yet public and this is a very early preview of the bits I have and the majority of the logic is as it was. I do not have a time estimate of when it will be released, as the current focus is on Apollo and version 0.8.
Reentry - A Space Flight Simulator - wilhelmsenstudios
I'm happy to share that a new update has been released! The main focus has been fixing bugs reported by players and testers.

This update adds two new academy lessons for the CSM:
- Lesson 12 - Optics
- Lesson 13 - TEI lesson

In addition, I have started the immense work of brightening up the entire universe to make it less dark. There is still a lot to do here, and light balancing are needed in various situations. The Apollo CSM has also received a surface overhaul to make it look a bit better from external views.


The following bugs should be fixed:
- Gemini radar and FDI flickering issue corrected
- Apollo Pad Mission to Lunar Landing fixes to prevent the LM to go inside the Moon
- TEI tool warnings (if trying to use it in eccentric orbits etc)
- Lesson 11 - TLI updates
- Cockpit Cursor rendering order
- CSM DAP enabled during LM active flight
- Pyro battery status indicator correction
- C&D checklist fixes (still a few reported lined up)
- CSM LEB Master Alarm button push direction
- EMS functional during SPS and SIVB burns
- Feedback when MARK is pressed
- Prevent entering the LM during Saturn V ascent
- Gemini FDI ball model changes (smooth)
- Apollo C&D Inverter race condition between checklists fixed
- Roll should work in SC CONT mode
- 3 Moons (dev tool) hidden during TEI planning
- Fixed the LM Undocking academy
- Switch and lever hitbox corrections in the CSM
- Docking Probe checklist fixes
- null switch reference in CnD checklists
- Make the CSM integral light switch more reactive
- Fuel Cell reaction cbs prevents the reactant closure on all three FCs
- SCS Electronics Pwr selector to ECA during C&D
- Apollo Mission Editor fixes regarding custom SFX for a mission command
- Disable Default SFX in Apollo mission corrections
- CMS exterior fixes (normals, floating round window)
- CSM layer rendering issue if in Astonaut view on Lunar Surface, then switching to the CSM cockpit
- Typos fixes
- Increased the general brightness of the universe

Hot Fix: 0.7547
I had to roll out a minor patch fixing an issue where 1440p. resolution would prevent you from selecting the new Academy lessons.

Thank you for reporting issues, and for playing Reentry!
Reentry - A Space Flight Simulator - wilhelmsenstudios

I'm happy to announce that the 0.75 update has now been released for public Early Access testing.

The major feature this update brings is the upgrade of Apollo from its old engine to the new TSS-enable engine. In addition, the update contains the groundwork needed by the "Apollo Systems update" such as a more detailed cockpit with almost every switch the Command Module.

The update requires you to use the new Apollo CSM cockpit as the old LOW POLY cockpit no longer fits the new panels. The old low poly model has a high priority on being refitted with the latest panel changes, and will roll out within the next few days. For performance, I recommend setting the reflection probes to OFF first, and then try with LOW or MEDIUM/NORMAL.

In summary, this update contains
- TSS for Apollo
- Command Module Optics: Telescope and Sextant
- New Campaign, covering some of the new features in the Apollo program
- Trans-Earth Injection
- Command Module interior update
- New checklists for the Command Module
- Apollo in-game Mission Editor
- Load/Save panel states for the CM and the LM
- checklists for a Cold & Dark Command Module setup
- Groundwork for the 0.8 Systems Update
- P52 option 1 and 3
- Mercury Control Center live is out from public alpha testing, and is now part of the Early Access bits.


If you missed the release stream, you can find a recording here:
https://www.twitch.tv/wilhelmsenstudios

For more details, check my previous post
https://steamcommunity.com/games/882140/announcements/detail/3026951542947874582
Reentry - A Space Flight Simulator - wilhelmsenstudios


Join us live on the 0.75 launch viewing stream at Twitch:
https://www.twitch.tv/wilhelmsenstudios
Reentry - A Space Flight Simulator - wilhelmsenstudios

The long awaited "TSS for Apollo" update has finally made the huge milestone of reaching the hands our Test Pilots (no ETA on public release).

The majority of the work has been on porting the Apollo implementation from the old engine to the new TSS enabled engine. TSS is the full rewrite of the integration layer between the rendering engine and the physics engine(s), something I call the True Scale System. The old integration logic was the weakest point of the simulator, and the benefits of its rewrite can clearly be seen and felt when playing Mercury or Gemini. This has been the final missing program to be ported to TSS. The work surrounding the rewrite for TSS has been immense and time consuming (taken a year in total), but well worth the efforts.

With version 0.75, TSS will be behind us and I can finally start looking ahead.

Ok, so what else can we expect to get in 0.75?

Update of the Apollo Command Module interior. I have started the work of remaking the entire interior of the Apollo Command Module. In the current version, only the panels were visible, as well as a placeholder for the interior walls, and the seats. In 0.75, I have tried to create a fusion between the very detailed and accurate Smithsonian CSM and hatch model, and the functional panels I have already made.



Trans-Earth Injection
The final piece of a full lunar mission profile has been added. A TEI burn tool can help you plan the burn needed to get back home, and reach a predefined Pe that intersects with the atmosphere.


Panel States and Cold & Dark

You now have the option to save and load panel states for both the CM and the LM, just as you can in Mercury and Gemini. In addition, I have added support for Cold & Dark setup, with realistic checklists to guide you, both from a backup crew perspective, as well as primary crew.


Systems
While version 0.8 will have the primary focus of updating and adding some Apollo systems, this version also comes with hundreds of improvements to existing systems such as the AGC, EPS, EMS, and added systems such as the optics. All the missing switches, selectors and fuses has been added to the CM, including the Lower Equipment Bay. You can toggle the seats yourself to get more space for orbital configuration.

All of the Saturn V stages have had their first overhaul from a systems perspective as well.

Optics has been a long awaited feature, and the preliminary support for Optics has been added.

You can now configure the optics and use it as an aid for navigation. The SXT or the SCT is used to scan the surrounding stars, and a star map has been added to the Mission Pad to help you. In addition, the DSKY/AGC in the LEB has been added, and is functional.

Using P52, currently supporting option 1 and 3, you can use the optics to align the current REFSMMAT (Reference to Stable Member Matrix). Option 1 can let you align the platform with the burn direction (planned using the CSM burn planner + P30), and option 3 lets you align it by marking stars.


Checklists for all of this as also been added, and the system will improve and get into a more stable and complete state in version 0.8.

Mission Editor
The in-game mission editor for creating Apollo missions has been added, and is similar to what you have in Mercury and Gemini.


Apollo CSM Campaign
A new Apollo CSM campaign has been added, made entirely with the Mission Editor. Version 0.8 will also add another Campaign into the mix.

Instead of typing more, I'll just share a couple screenshots.





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