Reentry - A Space Flight Simulator - wilhelmsenstudios
Version 0.93 is another update where the game mechanics and existing features are improved. In this update, the main feature is an improved gravity model affecting how orbiting bodies naturally rotate as they orbit Earth or the Moon. This affects all space crafts. In addition, a lot of updates has been made to Gemini, both for the OBC, burn procedures and options, and the Gemini re-entry logic.
Note: If this update causes issues for you, please report and revert to a previous version of Reentry. This can be done on the Steam Betas Tab for the game.
Improved Gravity Model The gravity model is updated to improve the way orbital bodies rotate relative to their center of gravity. This applies to all the supported space crafts and docking targets. You will mostly notice that the RCS jets won't need to work that much to maintain a stable attitude in orbit, and that the docking targets will maintain their attitude relative to you in a much better and predictable way (as you no longer will need to constantly fight an invisible angular rate between you and the target vehicle). IMAGE: MCDONNELL/NASA
This affects most parts of the game and will require more testing over time, so please let me know if you experience strange behavior such as orientations snapping/teleporting to another orientation upon staging and so on.
Gemini: On-Board Computer Improvements The OBC (On-Board Computer) used in Project Gemini has received a long awaited update, and will change the way you are used to operating it. To perform burns with the OBC you will now only need to insert a time of ignition (GETI) and the dV at Local Vertical in the CATCH-UP program.
So how do you execute a burn? When the burn parameters has been inserted (TIG is core 1 and 2, dV is core 25,26 & 27), hit START and the burn will be computed. The IVI's will then show the burn vector relative to your local body axis (if you change attitude, the IVI's will update to reflect the burn vector relative to this new attitude). Core 83 shows minutes and seconds (MMM:SS) to ignition, and when it's zero, simply zero out the IVI's from any attitude.
Gemini: Burn PAD for "Catch up" maneuvers I have implemented a similar system to introduce players to PADs (Preliminary Advisory Data), as they are used a lot in Project Apollo. The PAD is used to set up and prepare for burns using RCS/OBC.
Gemini: Simplified burn planning I have created a new tool that will simplify burn planning in Gemini. Gemini will be the first craft (if you follow the game sequence) where you can perform orbital maneuvering. Most of the burns require you to either circularize the orbit or perform a rendezvous burn followed by a circularization burn.
The new burn tool will let you request either Ap or Pe circularization burns, or rendezvous burns from GROUND, and they will provide you with the burn data on a CATCH UP maneuver PAD. The data will also be uplinked to the OBC using DCS.
The circularization and rendezvous checklists has been updated to reflect the changed procedures.
Gemini: Plane Change burn support I have added the first Plane Change (PC) burn method to Reentry, and can be tested in Gemini. The burn tool will let you set a target inclination, and requesting a burn will give you a CATCH UP maneuver PAD to execute the burn. The burn will take place at either the ascending or descending node (the one with the least delta velocity required to change the plane), and will be in the Up/Down (ΔY LV) direction (thanks to pclaurent for the suggestion).
Gemini Academy: Lesson 10 - burns and maneuvers A new lesson is added to the Gemini Academy to cover how to perform burns.
Gemini: Improved Entry I have improved the entry mechanics and physics used when performing atmospheric entry in the Gemini capsule. You will now spend a bit longer time in the atmosphere, and must control G-load using roll. It's a bit simpler to do than in Apollo, but still requires you to maneuver a bit to not hit the limits of the craft. The entry lesson has been updated to reflect the changed procedures.
When the RE-ENT OBC program is started right before retrograde fire, it will display the total dV accumulated by the retrograde engines, and its direction. After EI (400K' ft alt) and 0.05G detection, the IVIs will show the range to the predicated splashdown area.
New achievement: Apollo Command Module atmospheric entry I have added a new achievement that will be awarded to those who are able to guide the Apollo Command Module through the atmosphere without exceeding 12 G's.
Other - Added a blank piece of sheet (paper) to let you write and draw in-game (Gemini and Apollo) - Added bindable hotkeys for toggling PADs - New achievement: Apollo Atmospheric Entry without exceeding limitations - Fixed: Invisible switches in the Command Module (XINJECT etc.) - Fixed: Random exploding SPS engines causing Game Overs (when they burn) - Fixed: Request PADs for CM Earth Entry - Fixed: Mission Time will start at 000:00.00 every 24 hours - Fixed: MOCR material artifacts (white bright panels) - Fixed: Updates to some checklists and typos
Reentry - A Space Flight Simulator - wilhelmsenstudios
Reentry version 0.92 is primarily about improving existing features in preparation for the 1.0 milestone (keep in mind that 1.0 is just the beginning towards version 2.0). The major features in this update is a big overhaul of P30 in the AGC, a central piece of software used in all AGC controlled SPS/RCS burns, the introduction of a Preliminary Advisory Data (PADs) system and a big overhaul to atmospheric entry in Apollo and the related Entry Monitoring System (EMS).
In addition, hundreds of bugs and issues has been resolved in Mercury, Gemini and Apollo.
Note: If this build causes issues for you, you can use the Steam Beta Tabs to roll back to version 0.91.
AGC P30 P30 has now been rewritten to provide you with a better experience when using the AGC to prepare burns. You can now use P30 to plan burns without the need of the Maneuver Planner, and all the data shown during P30 and P40 should now make sense. Previously you would see a lot of dV data and orbit prediction data that did not make sense, especially when in Lunar Orbit. What you now should see is a clear time of ignition, a correct local body dV vector and a correctly predicted orbit if the burn would be executed perfectly.
The Maneuver Planner will not make much magic behind the scenes anymore, and instead just insert the burn data into the AGC for you. You will still need to use P30 to prepare for it, but the data you saw in the Maneuver Planner should now be similar to what you see when navigating through P30.
Note: TLI (S-IVB burn planner), TEI (TEI planner) and LOI (SPS Maneuver Planner) still requires the use of these tools as special computation and logic is required for the trajectory.
When P30 is running, a new green prediction line will be visible in Orbit View that shows you the prediction as you progress through P30. When P30 shows you the predicted orbit, this line will show how it looks in Orbit View as well.
In the image below, I'm planning a dV burn of 30 ft/s at TIG 2h 4m 10,00 sec.
First Preliminary Advisory Data aka. PADs! During the Apollo missions, the crew had forms they could use to write down data about upcoming procedures. A P30 PAD would for example contain all the data required to perform the burn, in addition to data required during a backup procedure if for example the primary systems would fail.
The CREW MEMBERs menu has now received a PADs section where you can request various PADs. The Maneuver Planner will also now give you a P30 PAD when you request a burn. The PADs you now can request are: - Circulate at Ap burn PAD (P30 PAD) - Circulate at Pe burn PAD (P30 PAD) - Maneuver Planner PADs (P30 PAD) - Lunar/Earth Entry PAD - Trans-Lunar Injection PAD - P52 alignment form (similar to a PAD)
In addition, the game has the P30, Entry and P52 forms available in-game with a drawing tool that will let you fill out the form as you receive the data from GROUND or a live MOCR session.
This feature combined with the P30 improvement will greatly increase the realism and immersion of planning, preparing and executing burns.
Keep in mind that this is the first version of the PADs, a system that will improve as we progress towards 1.0 and 2.0.
Apollo Atmospheric Entry Overhaul Requesting an Entry PAD will now give you all the information you need about your entry experience. This information can be used to correctly set the entry REFRSMMAT (during entry, the inertial platform is aligned so that the FDAIs behave more like an aero plane), and better prepare the EMS (Entry Monitoring System).
The aerodynamics of the Command Module has also been improved to give you a better experience of flying through the atmosphere. The RSI needle will show you the Up-vector direction (if GDC is aligned correctly with the IMU), and the EMS has been improved to show the current entry trajectory (G-forces vs. velocity), and almost every aspect of entry has been improved.
A splashdown predictor is visible in the Orbit View after planning a deorbit burn or when requesting an entry PAD while on an entry trajectory.
A Lunar Entry scenario has been added and can be found in the Apollo Scenarios mission selector.
Runnable Entry Checklists The Earth and Lunar Entry checklists has now been made runnable. You can now use the Checklist Guide to help you with Entry, and to configure everything correctly.
High G-Forces will kill you With the new entry overhaul in Apollo, the G-forces can get the crew killed. This feature can be toggled in Realism Settings, and is also disabled in the Academy Entry lesson (override). During the entry lesson, if you exceed the structural limits, you will get a message instead, letting you know that they have been exceeded.
Game Over screen A Game Over screen has been added, and will give you the reason for Game Over, and a way to return to the Main Menu, similar to Mission Accomplished.
Entry Monitoring System overhaul The EMS has been fixed so it can better be used as a tool during your missions. Tests can now be run on the pad (GTV) or in-orbit, and the various functions should work better during SPS burns, monitoring and Entry.
On the EMS scroll, you will find the various tests referenced on the checklists (pre-launch, pre-entry etc) as well as preparing for entry: For example, the image above tells you to set the EMS mode to standby, and the function on Test 5 (it is required to set the EMS to Test 5 before entry for correct behavior, all other tests can be skipped if you wish). Move the scroll to the 37.000 line (start of entry pattern), then set the EMS function to RNG SET and set the RTOGO from PAD or P61 N63 R2, then set EMS function to Vo SET and move the pattern so the orange line matches the EI velocity (Entry PAD or P61 N63, typically around 25.500 for Earth Entry and 63.200 for Lunar entry).
Once the 0.05G is detected, set the EMS mode to Normal. This will start the EMS and your entry trajectory will be drawn on the mylar-scroll.
It is important to also remember to read other indicators during entry than only looking at the EMS. For example, the altitude indicator and preparing the ELS so chutes will be deployed as planned.
Command Module RCS fixes The RCS system of the Command Module has been improved to fix some major bugs related to it's pressure, way of pressurizing it and RCS jet-temperatures. The CM heaters also have an overhaul to make it work better during entry preparations.
Command Module System Test An initial version of the Command Module System Test feature has been added. This is a system located on panel 101 and consists of two selectors (OFF, 1 -> 7 and A, B, C, D) and a VOLTs indicator. This can be used to check various internal systems (not all is yet added) such as RCS CM jets temperatures, battery relay bus, etc.
The System Test gauge is designed to be able to monitor systems not commonly monitored, thus not prioritized on getting it's dedicated space on the MDC. The system uses a volts gauge to display a voltage signal on a selected system. The chart below show show the volts indicator can be read:
Some other fixes not covered in the above section Lots of typos fixed Lots of mission updates and academy updates Chute Lines improvements Panel texture fixes in all crafts Gemini Commander left hand inside panel fixed Gemini lock-on light fixes Gemini uncommand thrust in orbit fixes Gemini volts/amps indicator updates Gemini rigid docking fixes Gemini 220 (undock) command fixes Mercury switch highlighter visible outside cockpit fix Some improvements to reported Mercury graphics glitches Fixes related to resetting the challenge mode correctly
Reentry - A Space Flight Simulator - wilhelmsenstudios
Going live with this video tomorrow to talk about the new features you will find in Reentry update 0.92!
Hope to see you there, and feel free to ask me any questions (AMA) on the chat, I will be available during the entire show to answer your questions about Reentry - An Orbital Simulator.
Reentry - A Space Flight Simulator - wilhelmsenstudios
The game has been updated to version 0.9102.EA. This is mostly a hotfix for an issue related to MOCR and the entire character editor. It should now be OK again, so thank you all for reporting issues.
In addition, some startup related improvements has been applied, typos in various missions (campaign 3+4) and some minor mission flow changes for the Lunar Module campaign.
Reentry - A Space Flight Simulator - wilhelmsenstudios
I'm happy to share that Reentry has been updated to version 0.91! This update mainly focuses on improving existing features, and contains a huge Apollo CSM performance boost, and Apollo save states.
Note: If this build causes issues for you, you can use the Steam Beta Tabs to roll back to version 0.90.
Apollo CSM performance improvements The Apollo CSM has been and still is a beast to render in real-time. In this update, I have tried to improve this. Different optimizations and rendering systems are used to improve the performance of the Apollo CSM in desktop mode, while trying to maintain the visual quality of its interior. Significant changes has been made to it, so please report any new issues you experience with it. The view above renders at 60-70 fps with max settings (probes at med) on my hardware compared to 20-25 fps before.
Reflection Probes updates The way reflection probes works have been altered to improve performance. This affects all programs where reflection probes are enabled. Setting probes to OFF will use an alternative ambient reflection model to remove the completely dark shadows.
In-game docs Pressing SHIFT+M (can be rebound) will now open an in-game browser capable of rendering pdfs. Each program has a library with common documents needed during missions. In addition, the browser can be used to open other documents you might need.
Apollo Save State / Inverted CSM burns after TEI A big issue related to save states that caused inverted burns post-TEI has been fixed. This will require you to re-create any save states after TEI. This save state issue is also present in all other save states in Lunar Orbit, but does not affect general mission performance (as far as I know).
Other updates - Mercury Chute Lines are now visible during landing - CSM SM/CM RCS freeze issues fixed. Gauges should now be back to normal. Remember to use the heaters. - Fixed some texture issues related to the CSM RCS - Moved all the Mission Pad Map markers to their correct positions before ignition (no markers in the lat/long 0,0 position before ignition) - Fixed an invert-issue with Ap/Pe markers in Apollo->Moon Map - Lunar Module map markers visibility checks based on the LM being undocked or not - Many updates to the Apollo Campaigns (III, IV) - Fixed Set Sail circular orbit check - Mercury Altitude Check on splashdown fixed
Reentry - A Space Flight Simulator - wilhelmsenstudios
Reentry has been updated to version 0.9031.EA:
Updates to AGC P60's (entry) prediction values
Updates to the reflection probes settings: If setting them to OFF, a similar lighting technique developed for the MOCR alpha version has been rolled out to Mercury, Gemini and Apollo to reach better graphics and shadow lighting. This should remove the completely black shadows you see when probes are OFF.
TEI calculation and execution updates
Updates to Apollo Campaign 3 and Campaign 4 from reports and learnings by watching the N9 Gaming "Reentry - An Orbital Simulator" series.
Lunar SOI and Earth SOI transition fixes to achieve better results and fixing the "inverted burn direction" bug.
Reentry - A Space Flight Simulator - wilhelmsenstudios
I'm happy to share that Reentry has been updated to version 0.9! This is mainly a bugfix, infrastructure and game mechanics update.
If you need to revert back to the previous version, you can use the 0.87-branch under the game properties/betas-tab.
Thanks to the Test Pilots, Community volunteers, contributors and alpha-floor testers. and everyone who has been a part of testing!
Adaptive UI Massive changes to the User Interface system to make it more adaptable to various screen resolutions. Most of the user interfaces has been modified, but the look and feel should remain similar to what you are used to. Most settings related menus has changed to a single column rendering method instead of a dual column, so you will need to re-learn where some of the settings are located.
This has been a big pain-point for many, so I hope this improves things for those with both older screens, and ultra-wide screens.
Text-To-Speech System I have received quite a few requests for a text-to-speech system. A new option (disabled by default) will use a voice synthesizer available on your system to read out the mission commands given during tutorials and missions. You can toggle the setting on the main menu: SETTINGS -> Audio section -> Untoggle Text-to-Speech
Improved the Mercury Academy The Mercury Academy is the entry-point to the game for many, so I have made a revisit to some of its academy lessons to cover basic game mechanics a bit better or differently. It should now better highlight the gauges and switches that are being discussed. The on-screen switch indicator that will show a dot in the direction of the currently highlighted switch will also work with this.
Improved Save States I have continued to work on the save state system, especially focusing the complex nature of saving and loading a state in Lunar Orbit. If you have tried to save a state here when the LM and the CSM is in close proximity, like during docking, for then to discover that when loading the state, the two space crafts suddenly are a few degrees apart. This should now have been improved to be within fractions of a degree.
More Game Overs added Flying a space craft is hard. There is a lot of things to monitor and check. In the 0.9 update, I have implemented some more Game Overs to Mercury. This includes suffocation of O2 is depleted, fires in various cases. I will keep adding more and more ways to fail and die in space, including Gemini and Apollo.
Pause Game Pressing ZERO [0] on the keyboard will pause the game. A "PAUSED" text will render below the time and date UI to indicate that the simulation is paused.
Language Support The major aspect of this update is all around language support. Most (but not all) important UI text elements is moved into a file-based lookup system. There is one system responsible for the User Interface, and another responsible for mission content and checklist content. Almost any mission and User Interface should now be translatable to any language you wish to support. To test the language tools, I wish to set the target for 1.0 that A) the User Interface system to support both Spanish and Chinese, and 2) Mercury Academy will support Spanish and Chinese.
It is quite easy to translate the game. You can follow these guides to contribute, or to just make some changes locally on your own PC (without contributing): https://github.com/ReentryGame/Languages
We are looking for help to translate the game, please reach out on Discord if you are interested! Current focus is Spanish, French, Chinese
File based storage, Save Games and System Mechanics Another major aspect of the 0.9 update is that the save games has been moved into a file-based storage system. This will allow Steam Cloud integration, so your save state is stored online, as well as taking a backup or moving your save to another computer. Most of the game settings are located here, as well as progress. Another settings-file has been made for graphics settings. This should not be Steam Cloud enabled. I have also started the process of enabling Steam Cloud Play to test the online storage and the Cloud Play services, including GeForce Now (hopefully, if it gets accepted).
Other - More unit conversions from metric to imperial - Option to disable the Highlight renderer so the blue box is invisible, while the Checklist Guidance UI (triggered by RUN) is still functional - Added "Hold Countdown" to Gemini and Mercury (from cockpit) - Fixed a Mercury Retro firing bug causing the mission script and cockpit shake to happen, even if the individual Retro Rocket No. 1, 2 and/or 3 was off. - Option to disable the radio noise filter on voice radio communication (multiplayer) - MOCR TV channel logic correction - MOCR/MCC sitting animation fix (offsets still needs tweaking) - Mission Accomplished text wrapping - Fixed some P01 IMU alignment issues
Small note about 1.0 As we move into the 0.9 update series, you will mainly see game mechanisms and game system changes such as language support. Language support will be iterative as contributors submit their changes. If you wish to contribute with translation, please reach out! We wish to support as many languages as possible, even if it’s just the User Interface files, or various missions. The language system will fall back on English if it’s not able to locate a translation for the selected language.
Once we reach the 1.0 milestone, the game will leave the Early Access tag, and move into its journey towards 2.0. The main goal of 2.0 is to improve existing space craft implementations and their systems, add new capabilities to them, focus on multiplayer, Virtual Reality, and introduce new space crafts to the game. I will soon publish more information related to my plans for Reentry - An Orbital Simulator between 1.0 -> 2.0.
Reentry - A Space Flight Simulator - wilhelmsenstudios
I will host a little session with a live chat and presentation of Reentry 0.9 today! Tune in, or watch the session at any time after the YT-premiere has ended. :)
I will monitor the chat, so feel free to ask any questions during the event.