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
Hey playtesters! With the Industries of Titan launch just on the horizon, we wanted to share with you a bit more of what you can expect throughout launch week, aside from the 20% discount that is.
First and foremost, you've probably noticed that this news announcement is for a Livestream/Broadcast. That's because we'll be streaming all week long on our store page! Members of our team will be streaming live every day from 1PM - 3PM PST // 8PM - 10PM UTC, with rebroadcasts at other times for those who miss it.
The demo is is now available on Steam Next Fest! during which you can try it out for free!! If you are interested, welcome to play the game! If you find the bugs, or have suggestions to me, or anything else you want to say, please contact me. (email: liujiajun@qq.com).
Uh, but it seems the announcement was posted a little late. That's fine :)
Hey, - Added cheat, to skip any mini-game press "X" - Added cheat, to unlock all girl in menu need to press "Z" - Fixed bug when you cant save SFX,MUSIC slider value.
This one re-fixes (properly, this time, hopefully) that gost-related exception that was happening in multiplayer.
This one also reworks a lot of the map design logic and code so that it's easier for us to manage those.
It has a couple of mod updates in it, and Nr SirLimbo also put in a fix for ship chase ranges that was making them a bit stupid in large gravity wells.
More to come later today, but I wanted to get this MP hotfix out while I have some folks able to test it.
This 1.2.0 update has been 6-months in the making and features a full-UI re-design by Jamie Churchman, the artist from Mini Metro, including the much requested Dark Mode and UI scaling. We've also brought our own cross-platform leaderboards online with downloadable ghosts, which means that they'll be starting from fresh.
More highlights are updated AI times, better low-end torque on all cars and better performance.
We've been working full-time on the game since it launched in September and are continuing onto more locations even after Kenya!
We hope you enjoy this update and stay tuned for the Kenya Update dropping later this Summer!
features
huge re-design of the UI and also dark mode and UI scaling
cross-platform leaderboards with downloadable ghosts of anyone you see on the leaderboard
car physics body collider is less bouncy
lowered the maximum torque rpm for all cars.
raised the rev limit for group 2 cars and vans.
updated baseline ai times
rain ai times use faster times from the wet leaderboards
dynamic resolution scaling when running the game in DX12 (need to use this launch option: -force-d3d12) Setting Game Launch Options Disclaimer: DX12 may not be fully stable, which is why the default is DX11
improvements
optimized grass shader
optimized vegetation cutout shader
lighting for all times-of-day have only one light instead of multiple lights for better performance.
stages now use ambient light from the skybox instead of a gradient, which gives equal or better lighting to the previous multiple directional lights and also doesn't tint the dust/smoke blue.
updated localization for new terms and also fixed some existing terms
road bumps have been toned down as they were throwing the car at high speeds
last used cars and liveries are now saved between runs so you no longer need to cycle through and pick your favourite every time
fixes
the pebble v1 now has 5 gears
dirtiness should now be correctly carried over from each stage.
fix hammer v3 light position
fix hammer v3 red livery
fog lighting doesn't cast shadows and they weren't noticeable before anyways, which gives a performance boost
fixed class video compatibility issues
fixed missing transmission sfx on some cars
time attack last played settings now load correctly
possible fix for changing song during a race causing a skip in gameplay
fix bug where using photo mode after changing language mid race could lead to a crash
fix for controller vibration issues with multiple controllers plugged in
fix screen fades not working correctly on super wide monitors
fix bug where one weather type would be applied to all stages of the same name in custom rally
And if you've enjoyed the game and can spare a moment for a review it's much appreciated!
Join us on the courts of Dodgeball Academia for a Devstream during the Steam Next Fest! Interact with us and don't forget to add this action-packed Sports/RPG to your wishlist!