Reentry - A Space Flight Simulator - wilhelmsenstudios
The 0.99.13 will mainly focus on the Apollo Command Module. It will correct issues reported by the community and improve existing systems. It will also improve the fuel cell purge, attitude ball drives, GDC align and HGA antenna deployment.
Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties).
FDAI Attitude Ball improvements I have improved the logic behind the attitude indicators (FDAI). Logic will now drive the attitude balls to the internal attitudes instead of snapping when for example performing a REFSMMAT, aligning the platform and during GDC Align.
This requires you to press and hold the GDC ALIGN button during pre-launch procedures and alignment procedures. I have updated the Academy and the checklists to include this.
Fuel Cell Purge logic The Fuel Cell Purge logic has been improved to better reflect the real procedures - and will add up to the things you need to do during coasting. The Fuel Cell flow indicators will reflect the purge as O2/H2 flows through the system. I have also mapped the Caution and Warning System logic so that a Master Alarm will trigger due to the increased flow.
Checklists related to these procedures has been updated.
SM RCS Fuel Quantity Sensor I have improved and fixed issues related to the SM RCS Fuel Quantity sensors used to show how much fuel you have in the various SM RCS fuel quads.
Apollo Save State improvements I have added some new data to the Apollo Save State. The SPS Helium quantity, SPS N2 quantity, O2 and H2 quantities, and Battery A,B,C and Pyro Bat A, B charges are now stored. I have also added the triggered Failures to the save state.
HGA deployment The High Gain Antenna logic and model has been updated. The antenna will now spring out during SIVB/SLA separation. The rotation joints has been update so both pitch and yaw is mapped correctly with the model joints.
Attitude Set Control Panel (phase 1) I have started to work on the logic behind the Attitude Set Control Panel to better reflect real procedures. The switches related to the platform and GDC align has also been reimplemented. You should now be able to follow more realistic procedures when performing a GDC Align such as aligning the GDC with the IMU inertial platform.
The simplified logic still exists and is the recommended approach. If you set the ATT SET switch on MDC-1 to IMU and press in GDC ALIGN, the GDC platform will automatically be set to exactly match the IMU platform.
If you set the ATT SET switch to GDC, you will need to use the procedures to set the attitude using the ASCP, then press and hold the GDC ALIGN button while the new logic will drive the attitude towards the desired alignment attitude set on the ASCP.
N20 has also been update to map the angels better
Note: This logic still have some issues when the attitude is far or facing Euler challenges, so if you execute this procedure and the logic is unable to align and drive the platform correctly, use the simplified approach, or maneuver the command module closer to null the error needles in ATT SET->GDC mode.
Checklists related to these procedures has been updated.
SPS Pc gauge I have fixed a bug that would freeze the SPS Pc gauge at 45. The gauge should now show the SPS thrust while performing an SPS burn.
Patch Notes:
Updates to the FC1,2,3 purge logic
Fixed the SPS Pc gauge to monitor SPS thrust
Fixed the SM fuel qty sensor -> gauge on the MDC-2
Corrected a typo in the SPS Deorbit (Earth Entry) checklist
Reentry - A Space Flight Simulator - wilhelmsenstudios
This update will correct multiple issues reported by the community.
Lunar Ascent fluctuations During the Lunar Ascent, the CSM orbit fluctuates as the Lunar Module burns its APS engine. This update makes this stable.
Optics Panel For some reason the Optics panel textures had reverted itself to the CM Block I configuration. I remade the textures and updated the logic so it correctly represents the CM Block II configuration.
LM Batteries After the previous update, the LM batteries all had low voltage. This has been corrected but more work is needed in the LM circuit logic.
0.99.12 patch notes:
MNB undervolt while connected to GSE/ground umbilical due to recent EPS changes corrected
Gemini O2 High Rate switch corrections
Fixed the Optics panels that had, for some reason, reverted the textures to Block 1 (thanks for reporting GoForPDI)
Modifications to TLI (concatenated) checklist
Published the CSM charge battery procedures
Corrections to the LM battery circuit & voltage logic
Reentry - A Space Flight Simulator - wilhelmsenstudios
This minor patch will continue to improve the logic related to how the voltage of the CSM batteries are rendered. This will take into account the amps load on the battery as well as the depletion of the battery when you monitor them using the DC VOLTs gauge on MDC-3.
It will also fix the runnable steps of the Battery Charging procedure. In the video I made yesterday, I opened both of the Battery Relay Bus circuit breakers when I demonstrated the procedures. Do not open both of these as it will shut down the entire Battery Relay Bus - making it impossible to make critical changes to for example the FC radiators, inverters etc. - the battery relay bus powers these.
Thanks to Folgers, Amaryllis, CaptainSwag101 for helping me with the details!
Reentry - A Space Flight Simulator - wilhelmsenstudios
The following patch will correct bugs/issues reported by the community and add more realism and tasks during coasting. This new feature will improve the way you charge the Apollo Command Module batteries, both the logic and the procedures. This is a procedure referenced in the various Apollo Flight Plans and usually had a schedule (battery charging schedule).
Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties).
The update will also change the seat you sit in when you enter the Lunar Rover Vehicle, and correct the radial menu used during Lunar EVAs and while riding the LRV (this broke with the previous patch).
This patch will also fixes the issue where you were unable to draw on the in-game Gemini PAD-forms.
Improved CM Battery Charging logic and procedures It has been possible to charge the batteries in the Command Module, but no proper output was shown to you. This update changes this to follow the real procedures use to charge the batteries.
This video will cover the procedures and details around charging the batteries:
The following schedule shows the charging of Battery A and B during a real Apollo mission:
Thanks for everyone for reporting issues.
Change log:
Fixed the radial menu during Lunar EVAs
Corrected so the player sits on the drivers side of the LRV
Prevented external view modes during VR
Prevented opening the Gemini Mission Tools if in VR
Updated the procedures for charging the CSM batteries
Improved the battery charging logic/implementation and instrumentation
Fixed an issue where the Gemini PAD pen did not work
Reentry - A Space Flight Simulator - wilhelmsenstudios
This is a minor patch that corrects and improves the anti-aliasing (visible artifacts/bleeding) during normal play, and the laser pointers while in VR mode. This will make interaction easier as the pointers will now better and more correctly target the object it points at, cut the ray and render a small cursor at the collision point.
The patch will also fix an issue with the anti-aliasing located in the post-processing layer of the game. This issue rendered a glare on one of the eyes in VR, and caused bleeding artifacts during flat mode rendering (non-VR).
This layer is combined with the general anti-aliasing setting accessible through the Quality settings from the Main Manu.
Post processing can be toggled completely from the same menu. For VR play, I recommend turning off all post-processing layers and antialiasing for performance reasons if you struggling with low framerates.
Patch notes: - Improved the VR laser pointer and ray casting logic - Fixed anti aliasing issues
Reentry - A Space Flight Simulator - wilhelmsenstudios
This patch will roll out the first bits of the Apollo VR implementation. This will let you experience the Apollo Command Module and the Lunar Module in VR. It will also fix issues related to Gemini EVA, add a SYNC MET TIMERS bubble function to the Lunar Module and update the Lunar Module Timer activation procedures.
Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties). The previous version can be found under the Reentry Version 0.99.RC11 branch.
Apollo VR The aim of PT-4 and the first iterations of Apollo VR is let you complete most of the missions and academy lessons, except for Lunar EVAs. I have been working hard on both rendering methods and mechanics to be able to render the Apollo Command Module and the Lunar Module in VR. This has been an extremely challenging task, but I'm very happy to be able to share the first bits with you. With the current bits I have been trying missions from the pad to a lunar landing, and created a simple implementation of the tools required to request burns, TLI, PDI, Lunar Ascent and TEI.
The checklist guidance system has also been added for Apollo.
If you wish to give it a try, enable the Virtual Reality alpha feature from the Main Menu. When you enable VR, the Moon will render in your headset to verify that the initialization worked. At this point, take off the HMD, configure the graphics (make sure that you uncheck Post Processing (or a strange glare will render above the image - see section below for configuration) and select a mission.
Once the mission loads, the game will be rendered in the HMD, and you will need to use the controllers to interact.
Keep in mind that Apollo VR is very demanding on your system. Ensure that the quality setting is set to VR (looks better) or MINIMUM (better fps than VR) and that the Earth textures are set to LOW. In addition, set the general Texture Quality slider to Half. Play with the settings until you find something that works. Ensure that you also correctly set the OpenXR Default Runtime.
My setup: Geforce 2070 Super Quest 2 32 Gb of RAM
Quality: VR Earth Textures: Low Graphics Settings: - Textures: Half - Shadows: Low - AA: Disabled/1x - Post processing and SSAO Pro: Off
Please share your quality settings suggestions in the #vr-development channel on Discord, or in the comments below.
Note: External views and Lunar EVAs are not yet supported in VR
Adjustable Rotational Hand Controller and Translational Hand Controller armrests To be able to support executing mission in VR, you will be required to adjust the Rotational Hand Controller (RHC) armrest and the Translational Hand Controller (THC) armrest to easier be able to reach the sticks for attitude and maneuvering control. This is needed when you need to use the windows and the COAS to perform docking for example.
To do this, as shown in the video above, you need to place your hand on one of the three joints in each armrest that you wish to adjust. The armrest has three main parts, the inner joint is where it is attached to the seats, the middle joint is an extender that will let you modify its length and the final joint is a lever on the bottom of the control assembly that lets you adjust the final tilt of the controller itself.
VR Flashlights I have added VR enabled flashlights to each craft.
- Mercury The existing orange flashlight located on the wall above the fuses can be grabbed by either hand. Move the hand in it, and press the grip button to toggle if it is in your hand or not. Then use the other hand to grab and hold the head of the flashlight, give it a twist, to turn it on or off. The mechanics are similar for each craft.
- Apollo: ACR Model FA-5 Penlight Neil Armstrong's Apollo 11 penlight, part of the NASM collection
Gemini EVA changes Gemini EVAs har changed in both Normal and VR mode. You now need to fly close to the spacecraft entrance door to get back into the cabin, and close to a model of a backpack rendered on the back of the ship to pick up the extra fuel. The UI will let you know when to press the interact button (left mouse button by default) to execute the action.
Patch Notes:
Tweaked the Gemini EVA, and added a backpack model. Fly close to it and press left mouse button to pick it up
Added a VR Flashlight to Mercury
Added a VR Flashlight to Gemini
VR: Use the left thumb to micro-adjust head position in the various views (like arrow keys in normal mode)
Added SYNC MET TIMERS bubble function to the Lunar Module
Minor tweaks to the Apollo Mission Pad look-and-feel
Apollo VR
Added a VR Flashlight to Apollo
Made it possible to adjust the TCA and RHC positions, to make the controls more accessible depending on mission phase
Below is the general information that will pop up every time you enable VR: Implementation state: Pre-testing 4 (PT-4)
This is the beginning of the new VR implementation. The previous implementation has been entirely abandoned, although you can still access it via the "Virtual Reality" branch on Steam. Instead, a new implementation has been initiated from the ground up.
Please help me by reporting issues and requesting features at our reentry Discord channel: discord.gg/reentrygame.
While VR remains a post 1.0 feature, the groundwork for its core logic has already begun to be developed.
Crafts with VR support: - Mercury - Gemini - Apollo (CSM/LM)
Current implementation state - Internal views only (no external views supported) - Device support & Rendering - Basic interactions & Controller binding system - Mission Pad interaction - Mission Commands to progress through missions - Checklist Guide
Use the laser pointer and the A/B button on the right controller to interact with switches. You can bind the buttons on the VR section of the Main Menu.
Important: When VR is enabled, the game will be rendered in the headset when a Mission loads - use the desktop (2d mode) during Main Menu operations.
ROADMAP Current: PT-4: Basic Apollo implementation (pre-1.0)
Future: PT-5: Main Menu rendering PT-6: Improved controller interaction with cockpit panels PT-7: HMD Laser Cursor for those who do not have controllers
Complete: PT-1: Device support and core HMD rendering PT-2: Basic Mercury support PT-3: Basic Gemini implementation
Reentry - A Space Flight Simulator - wilhelmsenstudios
Hi! As you probably know, the old Virtual Reality implementation was depreciated and moved to a dedicated stale branch accessible from the Steam Betas tab ("Virtual Reality"). The first VR implementation was a learning project where I would take the learnings and create an improved implementation.
The new implementation is a post 1.0 feature, but development was started during various code freezes. The fundament of the Mercury and Gemini bits are available in the public release as an alpha-feature that can be toggled from the Main Menu.
I wanted to take this moment to share a low key direct recording as I interact with some of the new mechanics that will become available in a later patch.
I hope you will like some of these new features, and I look forward to sharing the bits with you.
Reentry - A Space Flight Simulator - wilhelmsenstudios
This update rolls out the Pre-testing 3 (PT-3) version of the new VR implementation. This fixes multiple issues with Mercury, and rolls out the first iteration of Gemini VR.
Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties). The previous version can be found under the Reentry Version 0.99.RC10 branch.
When enabling VR from the main menu, please read the Important Notes section that pops up, this will explain the current state of VR and its roadmap.
Keep in mind that VR support is still a post-1.0 feature where the pre-1.0 bits is the preliminary support and testing phase of the upcoming VR release. The implementation will be rough around the edges as the current development stage is mainly functionality and feasibility.
Gemini VR support This is the first implementation of Gemini VR, where all reported learnings and feedback/issues will be used to further improve the VR support of Gemini. It contains most of the basic bits needed to complete the Gemini Academy and Campaing.
VR Attitude Hand Controller The VR Attitude Hand Controllers makes the actual attitude control joystick visible in the cockpit functional. Move the VR hand on the Mercury or Gemini attitude hand controller, press and hold the Grab button on the controller and pitch/yaw/roll the hand controller. You will need to spend some time training the motion to get a good feel of the craft. The stick will follow the actual movement of your hand.
VR Translation Hand Controller Gemini is the first of the in-game crafts that was able to translate in orbit. To enable the translation control, press the Toggle TTCA bubble button on the commanders translation stick to deploy it. When it is deployed, grab and hold the stick as with the attitude stick to move it. Drag it in the direction you wish to translate. The stick will snap into the position (Up, Down, Left, Right, Forward, Aft) once you have moved your hand firmly in the direction you wish to translate. When the stick is out of detent and snapped, the in-game joystick will reflect the direction you are translating.
Gemini translation force adjusted The Gemini has been very sensitive in translation. The forces has been reduced to give you better control of translation, making Gemini less overpowered. This means that you will need to translate longer than before to achieve desired delta-V. Keep this in mind for burns and maneuvers.
Training VR attitude and translation I recommend spending some time in the Mercury In-Orbit and the Gemini docking training scenario to practice how to maneuver and control the crafts in VR.
VR Mission Pad I have changed how to set camera perspectives and how to set time scale. This is now done through a new VR section of the VR Mission Pad. Click the VR tab to see the current mission time and date, time scale, and multiple buttons to set time scale and change the view. This tab also contains a section where you can rebind the controllers.
A word about recentering the VR view OpenXR, the standard used to render VR, is used to render the VR implementation in Reentry. They have decided to offload the camera centering routine to the manufacturers. This means that the recentering has to be done through the built-in methods. For Quest 2 for example, you need to hold the Oculus button on the right controller to recenter the view. The downside to this is that I can no longer recenter the view programmatically when I detect this is needed. So if you notice things are out of sync and requires a recenter, you will need to follow the built-in procedures to do this.
Reentry - A Space Flight Simulator - wilhelmsenstudios
This patch is a better and more correct implementation of yesterdays hotfix (0.99.3). The Gemini bubble buttons and interacting with the panels should work again after breaking during 0.99.2.
Let me know if you still are having issues interacting with the Gemini switches or bubble buttons.