Reentry - A Space Flight Simulator - wilhelmsenstudios
The 0.8221 patch fixes the following issues:
- A critical issue related to the Gemini Save State. It should now be possible to save state in orbit, and load back into it again. A recent logical change prevented the orbital parameters to save & load correctly in recent updates.
- The Communication View in Apollo should hide when the S-IVB Burn Planner is opened. This will prevent them from blocking the EXECUTE button.

Note: You will need to create a new Gemini save state as the old logic was missing important information.

Update: The 0.8221 patch had a build pipeline issue. It has been corrected but will automatically trigger a very small update if you recently updated to 0.8221.
Reentry - A Space Flight Simulator - wilhelmsenstudios

Reentry has been updated from version 0.81 to 0.82. This "minor" update improves a lot of systems and functionality in the CSM and the journey to the Moon. Some improvements on the TEI tool has been made but still seeing some reports of strange behavior as you enter Earth SOI.

You can always revert to a previous version by changing the branch in Steam in case you are having problems with this update, To do this, use the Steam Beta tab under properties.

Some of the features you will see in 0.82 are:
- Two new Lunar Module Crew Member features to aid in Rendezvous and Docking after Lunar Ascent
- New F2 external view camera with fixed attitude (not relative to spacecraft rotation) to aid in maneuvering, docking and so on. Only available in Apollo for now. A radio button selector lets you select between free camera and orbit
- Entry Monitor System improvements
- Long Press on the EMS increase and decrease, and for the Attitude Set Control panel added. Hold mouse button for >1 second to adjust instead of spamming the mouse buttons.
- New DSKY circuit logic and rendering has been added to the AGC and LGC.
-> Made the DSKY v2 relay clicking sfx optional so you can disable it if you wish
- Improved the Lunar Module Quad Heater logic and temperature methods
- Made the CSM Numbers Selector functional. You can now use it to change brightness of the DSKY rendering
- S-IC, S-II, S-IVB fuel calculation changes
- CSM: LV PRESS changes and updates to gauges
- DSKY Live Feed exports as strings and not integers. Blanks will now be "" and not 0.
- PGNS bug on Lunar Surface where jets would get stuck is fixed
- TrackIR sensitivity bug in the CSM and LM corrected
- Moon Tessellation Settings for increased performance on some computers (if you struggle with fps around the moon)
- File based camera tooling, you can now modify where default cameras are set
- Minor needle shake when engines are burning on the various analogue gauges in the cockpit.
- Fixed the Gemini Space Walk campaign mission
- Fixed the CSM SCS roll stutter issue and general SCS attitude logic
- Mercury has received some upgrades on the MA-6 mission, still work to be done but should not be a blocker anymore
- Faster camera transitions in cockpit views.
- Moved the default camera points for astronauts in the CSM and LM to their correct head positions.
- TEI Planner prevents the insertion of values below 1.1.
- Apollo Moon Map legend and coloring changes
- AGC Light Test changes
- AGC warning light bulb color corrections
- VR for Apollo
- VR: Gaze Cursor
- VR: Mission Pad menu
- VR: Mission Command Subtitles
- VR: Checklist Guide Panel
- VR: Change Camera view using the left thumbstick
- VR: Apollo - use motion controllers as joysticks for attitude and translation control
- VR: Added mission subtitles to Apollo, these can be disabled from the VR settings on the Main Menu.

As this update has been in testing, the code-base has had a two week feature lockdown. With the release out, I will work on some 0.82 patches that has been reported the last couple of days, and will start to focus on the 0.83 update that has its main intent, in addition of bug fixes, of adding the Apollo CSM ECS system, gyro drift error, cabin pressurization, and improvements around the Mercury ECS system.

If you need information about VR for Apollo, check this post:
https://store.steampowered.com/news/app/882140/view/2968417243128902620

If you are curious about the larger plan of this project, please check this post. You will also find the roadmap here: https://store.steampowered.com/news/app/882140/view/2963917519737693262
Aug 15, 2021
Reentry - A Space Flight Simulator - wilhelmsenstudios

In this post I wish to share my thoughts on the journey ahead, and what to expect. Keep in mind that this is a plan, and it might change.

As some of you might know, this project has been going on for soon 7 years. When I started the project, I had a dream of letting players (myself included :D) experience Apollo and the Lunar Landing in full immersive 3D, with every switch functional in one way or another. It quickly became too much, and I decided to start smaller: Project Mercury.

And some of you might have been part of this journey since day 1. You might have seen things like a couple of total overhauls of the main menu, seen Mercury evolve into what it is today, the release of Gemini, Apollo, and landing on the Moon with the Lunar Module. Since the lunar touchdown, we have seen a lot happening with the product. Developer tools has emerged into what we see as the Mission Control Multiplayer modules, and the return journey from the Moon back to Earth with TEI has become a thing, optics in the CSM was made, and the entire physics engine got an overhaul named TSS. For those who only play simulators in VR, we have seen a preliminary release of VR for Mercury and Gemini, and Apollo is around the blocks.

So what's next?

Version 0.8X: Short term
During the summer, a lot of the features you have seen rolling out on the alpha-branch has been improvements and bug fixes to Apollo. Key features has been TEI-improvements, rendezvous and docking improvements and co-pilot features to aid during this maneuver, CSI/TPI burn length calculations, the introduction of CSI-2, a lot of changes on the S-IVB and CSM T&D logic and bug fixes.

Following the initial release of MOCR, a lot of general improvements in Apollo flights (for the astronaut) has been high priority so it can be possible to perform full Apollo missions from Pad to Splashdown. This has earlier not been possible at all. This has been a priority as both those playing single player and being astronauts in multiplayer sessions as well as mission controllers have a good experience.

We have also seen the addition of VR for Apollo, and general improvements on all spacecrafts when it comes to VR and how the VR implementation in Reentry works, and the latest iteration on the DSKY digits, and a new external docking camera (fixed orientation) accessible using F2.

So the next natural thing in the near-term pipeline is to roll a lot of these improvements to the public as version 0.82.

Some of the features you will see are:
- Two new Lunar Module Crew Member features to aid in Rendezvous and Docking after Lunar Ascent
- Moon Tessellation Settings for increased performance on some computers
- Improved the Lunar Module Quad Heater logic and temperature methods
- Entry Monitor System improvements
- New cloud rendering system to remove the black pixel artifacts seen earlier
- File based camera tooling, you can now modify where default cameras are set
- Minor needle shake when engines are burning on the various analogue gauges in the cockpit.
- Fixed the Gemini Space Walk campaign mission
- Fixed the CSM SCS roll stutter issue and general SCS attitude logic
- Mercury has received some upgrades on the MA-6 mission.
- Faster camera transitions in cockpit views.
- Moved the default camera points for astronauts in the CSM and LM to their correct head positions.
- Corrected the visibility of the Moon map and Mission pad on Apollo Mission load
- TEI Planner prevents the insertion of values below 1.1.
- DSKY digits 2.0 has been added to the AGC and LGC.
- Apollo Moon Map legend and minor coloring changes
- CSM VR Mission pad visible when not in VR has been corrected
- TrackIR sensitivity bug in the CSM and LM corrected
- Long Press on the EMS increase and decrease, and for the Attitude Set Control panel added. Hold mouse button to adjust instead of spamming the mouse buttons.
- AGC Light Test changes
- AGC warning light bulb color corrections
- Apollo VR: Use motion controllers as joysticks for attitude and translation control
- CSM: Possible to use the NUMBERS selector to change brightness of the DSKY rendering
- New F2 external view camera with fixed attitude (not relative to spacecraft rotation) to aid in maneuvering, docking and so on. Only available in Apollo for now, as I still need to test it before rolling it out.
- VR for Apollo
- VR: Gaze Cursor
- VR: Mission Pad menu
- VR: Mission Command Subtitles
- VR: Checklist Guide Panel
- VR: Change Camera view using the left thumbstick

You can find the full list here, and can test them in the alpha-floor branch today (if you want): https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/

I hope to release 0.82 very soon as it has been out in alpha-testing for a few weeks now with good results from testing.

As I dive into the rest of version 0.8X towards 0.89, the focus will be on fixing bugs and issues, improving systems, adding the major missing things and solving blocking issue. I wish to invite you, the community of Reentry, to join me here. I will need your help on suggestions on things you would like to see, but still are missing, so I can compare it with my own list of priorities. I have a dedicated forum for this: https://steamcommunity.com/app/882140/discussions/1/

The following list contains the major focus on the 0.8-updates:
- 0.83: IMU drift errors (correct with P52), CSM ECS v1, Mercury ECS improvements
- 0.84: Lunar Module ECS
- 0.85: Lunar Module Optics and LM DPS Burn Planner
- 0.8X: ???
+ some surprises :)

You can find a roadmap here:
https://trello.com/b/ip2zVHUa/reentry-an-orbital-simulator-roadmap

While doing this, I will also focus on language support. I have completed the system needed to support multiple languages, and I need to now apply this on all elements in the game that should have language support, before being able to translate the game to different languages. I hope to bring the first official support for another language in Reentry in version 0.9.

Version 0.9: Language support, game mechanics and integration
In version 0.9, I will continue the work on language, improve the game mechanics, continue iterating on the most critical systems both you and I wish to see fixed as soon as possible. I wish to also look into Steam Cloud saving, update scenarios for Mercury, Gemini and Apollo, integrate with Discord, GeForce Now, add the game over system and remove developer flags such as infinite fuel, and so on. Generally get the state of the simulator in shape for version 1.0.

Version 1.0: The End of the Beginning
The goal of version 1.0 is to provide a fun and immersive experience with realistic procedures, based on a strong foundation of systems. As you know, you can work on systems for a lifetime in Mercury alone and still not be 100% realistic, so the goal for 1.0 is to at least land the most important parts of a space flight mission, so that it's possible for players, through their own computers, to get a feel of how it was to be an astronaut, what systems a spacecraft had to have, be able to operate them, and learn how the technology evolved from Mercury to the Lunar Landing. 1.0 is just the end of the beginning, a strong foundation to iterate and expand the experience from.

Version 1.1 towards 2.0 and beyond: Systems improvements, continue to build on the foundation from 1.0, game improvements, historical missions
Post 1.0 will basically have a lot of focus on systems, improving procedures, and continuing to add new systems to each of the supported spacecrafts as we progress towards 2.0. I also wish to then give both the Mercury Control Center and the Apollo Mission Operations Control Room more attention as the systems in the spacecraft should have received their needed facelifts and improvements. And who knows, maybe other multiplayer modes?

From a visual perspective, I would also like to improve the Earth and Moon rendering models and textures at this stage, transitions, and the VR experience for those who use this.

DLCs, new spacecrafts, etc:
When it comes to new spacecrafts, you might have seen my Vostok implementation:
https://www.youtube.com/watch?v=3V1DgbaPsQQ

I plan to expand the "Reentry Universe" with some additional modules, and Vostok will be one of them. I wish to release it some time after the 1.0 release (and I have another spacecraft waiting in-line as well, as the simulator progresses towards 2.0 ;) ).


I wish to thank each and every one of you for playing Reentry, providing feedback, being part of the community and helping others who are learning, sending me suggestions, contributions, and all the help you have provided in one way or another to improve the experience for all of us.

Thank you!


For those interested in some very old screenshots from the game:
One of the first versions of the Mercury Cockpit back in 2015. I had started to wire up some of its first systems, and was implementing my Cockpit Panel Building System (gauges, switches, etc)

The main difference with Gemini from Mercury was the requirement of maneuvering in space, modifying the orbit, rendezvous and docking. This was one of the first iterations of the math to perform a rendezvous. Agena was still just a gray cylinder.

A lot of excitement was going on as I started to model the panels of the CSM. Apollo had been a distant goal for a couple of years as I was working on Mercury and Gemini. Suddenly the time had come to start working on the CSM. This was in 2017/2018, and I'm still working on it's core systems.


And some more recent shots:





Thanks to General Kenobi for the nice cover screenshot. :)
Reentry - A Space Flight Simulator - wilhelmsenstudios


Recently I have started to play around with how the digits on the DSKY are rendered.

The AGC and the LGC is one of the central pieces of hardware you need to work with when playing any Apollo mission. In the (short) video above I will show that this first iteration of this change looks like and what it means.

The changes can be found on the alpha-floor branch with the following changelog:
- DSKY digits 2.0 has been added to the AGC and LGC.
- Apollo Moon Map legend and minor coloring changes.
- CSM VR Mission pad visible when not in VR has been corrected.
- TrackIR sensitivity bug in the CSM and LM corrected.
- Long Press on the EMS increase and decrease, and for the Attitude Set Control panel added. Hold mouse button to adjust instead of spamming the mouse buttons.
- AGC Light Test changes.
- AGC warning light bulb color corrections.
- Apollo VR: Use motion controllers as joysticks for attitude and translation control.
- CSM: Possible to use the NUMBERS selector to change brightness of the DSKY rendering.


The update is based on the following video from CuriousMarc with some changes and refresh rates after a good discussion on it with thewonderidiot on Discord. I recommend you to watch this video if you think this is interesting:
Reentry - A Space Flight Simulator - wilhelmsenstudios

The 0.82 (next) update of Reentry will have features and suggestions based on community requests, lots of bug fixes, the first iteration of VR for Apollo, and other general VR improvements for Mercury and Gemini.

Alpha-floor: I have rolled out the first iteration of this update to the alpha-floor branch for testing, so that you can start to play around with the bits today! Feel free to join us on Discord to discuss the alpha-bits and provide feedback. To get started with the alpha bits, check out the guide here: https://steamcommunity.com/app/882140/discussions/0/3118160027737663624/

VR for Apollo
This is a long awaited feature by many VR-players. The Apollo program is the only module that does not yet have the preliminary VR support you see in Mercury and Gemini. VR for Apollo will be demanding, and the complexities of Apollo has been one of the biggest blockers for even rolling out a preliminary support for VR. Apollo has two spacecrafts that requires VR support initially, the CSM and the LM. Both quite advanced to render, with a magnitude of more computations than in Mercury and Gemini combined. However, I'm finally at the stage where I can with confidence say that I have solved the major blockers for even making it possible to render and operate the CSM and the LM in VR. It's still a long way to go, especially regarding performance, but at least it`s a start I wish to share with you!

In this video, I will show you the basics of VR in Reentry, and some of the new VR features 0.82 will have.


To tune performance with your setup, you can do a few tweaks: As with the other crafts, you will need to tweak settings to get it to render with descent framerates on modern hardware. Set the quality to MINIMUM, disable post processing effects and probes, and give it a try, tweak as needed.

In this video, I try to explain how to set up VR in Reentry, and some things you can do to improve rendering:



VR: Gaze Cursor
I have started to work on a Gaze method for VR, where the mouse controls a cursor that can interact with the panels. It`s a bit cumbersome to implement as it will require its own interaction methods and User Interfaces and so on. I will need to think about how this should be set up (feel free to provide me with some suggestions on this), but in the mean time, I will position the Mission Pad and the Menus that are attached to the controller to a fixed location in the cockpit.

VR: Mission Pad menu
A dedicated VR menu in the VR Mission Pad can be used as an option instead of the Hand Attached UI. You can use it to change timescale in VR, and perform view changes as well as some of the Comm menu options (Apollo). I have also started to develop the User Interfaces for the SPS, TLI and TEI burn planners on the VR menu with a numeric VR keyboard you can use to provide input to the various fields.

VR: Mission Command Subtitles
I have added the mission commands to the VR camera so they function as subtitles in a movie. Each mission command will be shown there, and you can use the right thumbs stick to press ROGER, aka move on. This is the first version of this and I will iterate on it as I progress with VR support for Reentry!

VR: Checklist Guide Panel
You can now also run checklists in VR, where you can see the traditional Checklist Guide UI as well. Open the Mission Pad, select checklists, and hit RUN. The UI will appear below the mission pad.

VR: Change Camera view using the left thumbstick
The View can now be changed using the left thumbstick on the motion controller.

Lunar Module Crew Member features
Two new Lunar Module Crew operations in testing, where you can use the CREW MEMBER menu to let the Lunar Module face the CSM, and then another to align with the inverse attitude of the CSM with the docking port facing the CSM. If you are used to the current implementation of docking, and you start using these modes, it will feel a bit strange in the start, but much easier and more stable as you get used to these to modes.

Moon Tessellation Settings
Lunar Tessellation settings can be tweaked of you experience a low framerate in Lunar orbit. You can select the tessellation factor, and the minimum and maximum distance where tessellation will happen. Everything closer to minimum distance will be tessellated, and gradually face towards zero tessellation towards the maximum distance. Tessellation is an expensive operation, especially for those running on hardware without a dedicated GPU etc.

Lunar Module Quad Heater changes
The Lunar Module heaters for the RCS system has had a bug that would make it take hours to get them into an operational temperature.

Entry Monitor System updates
The CSM EMS system has a set of ground operation tests done before flight. A bug has prevented this from happening due to some late changes, but it should now be resolved, and you should be able to complete the ground operation tests of the EMS again.

Cloud Rendering tweaking
Console Commands for the new cloud system so you can modify density and cloud size scale. The command is "cloud -density 0.5" where 0.5 is a value between 0 and 1.5, and "cloud -height 1.0" where 1.0 is a number between 0 and 3. Remember, you can always revert back to the old cloud system from SETTINGS.

File based camera system with tooling
Added a system where you can use the console to modify the default camera positions on the cockpit views. For example, if you want to modify the default camera point that F5 or F9 moves the view to, you can use the arrow keys to move the camera to where you want it, and then use the console to modify any of the camera points to the current one.

Usage example:
Camera -list
-- shows a table of all the camera points, should be similar to the VIEW SELECTOR, with an index.

Lets say you want to change the view located at index 0 (commanders view, F5):
Camera -set 0

To revert to the factory settings, you can run the command that does this with the Camera tool in the console, or delete the files in the Cameras folder in Reentry's AppData. This will re-generate the files when the game loads the next time.

Other
- Minor needle shake when engines are burning on the various analogue gauges in the cockpit.
- Fixed the Gemini Space Walk campaign mission
- Fixed the CSM SCS roll stutter issue
- Mercury has received some upgrades on the MA-6 mission.
- Faster camera transitions in cockpit views.
- Moved the default camera points for astronauts in the CSM and LM to their correct head positions.
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
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