Join us on Yuri's night (Monday, April 12th), for a very early preview of Vostok
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: [previewyoutube="3V1DgbaPsQQ;full"]
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.
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!
0.75 has been released: TSS for Apollo, Optics, Campaign III
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 0.75 scheduled for launch on 5. March 2021
Join us live on the 0.75 launch viewing stream at Twitch: https://www.twitch.tv/wilhelmsenstudios
Reentry 0.75 has rolled out to the Test Pilots!
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.
Happy Holidays from Reentry!
[previewyoutube="LORxpRNEkxo;full"]
2020 was a very busy year for Reentry. The main focus was to go back and iterate on Mercury and Gemini, and update the entire project to the new Reentry Engine. Still work left here when it comes but Apollo but a lot of work has been put into it for the upcoming 0.75 update, and things are starting to look good! Let`s take a brief look at the year so far. We started the year with version 0.5, adding the entire Apollo Lunar Ascent logic, as well as the Apollo Atmospheric entry overhaul. A new file based checklist system was also added, with an in-game editor where you could create your own checklists and share them.
We saw the big Mercury overhaul when 0.6 was released in Q1/Q2, the first to be updated to the latest engine. In addition, the Mercury campaign was added with random failures, model overhauls and a lot of new Mercury systems and checklists. We also saw the addition of the "cold & dark" sequence aka. pre-launch, and the first preliminary VR support!
Gemini had a similar update when we reached version 0.7. We saw a full cockpit overhaul, as well as an exterior overhaul in Gemini. The same VR support, in-game mission editor and campaign was added, and Gemini abort modes with some fun stuff such as testing the ejection seats. The Gemini EVA systems was re-made, as well as adding "the alligator".
We also saw the addition of the TC-50 where you can play the Reentry OST in a realistic cassette player, or even create your own mix-tapes and bring them with you on your journeys (just add .ogg music files to a folder, and they will be available in-game).
And lastly, we saw the first multiplayer mode of Reentry roll out to public testing. The Mercury Control Center (MCC) is a historic and functional recreation of the real control center used in Mercury, where players can monitor and communicate with another who plays the astronaut. The feedback has been great and I have been spectating many sessions, some so well exectued it almost felt real.
While 2020 was all about looking back and re-iterating, 2021 will be different. The first priority is the return to Apollo. The Reentry Engine has become much stronger over the year and it starts to feel really good being back in the CSM and the LM. I have done a lot of work to bring it up-to-date on the new Reentry Engine, and add some of the major systems still missing such as optics, pre-launch procedures, mission editor, a campaign. I do not have an ETA yet for the update.
Then I plan to get to the next stage of Reentry. With everything running on the latest engine, I can finally start to properly work on systems, content, polish, languages, etc. for the 1.0 release, and start looking ahead towards 2.0 with more systems and improvements to existing crafts, and the addition of a few new spacecrafts I have had in my mind and studies over the past few years.
I would like to thank all of you for being part of this journey, providing feedback, contributing and supporting the project in one way or another. You make it a lot of fun for me to work on this. I try to listen to every one of you, and together we shape the future of Reentry.
Happy Holidays and Happy New Year to all of you!
A minor update was released to extend the Mercury Control Center Live module
Reentry has been updated to version 0.729, and simply contains an extension of the first Mercury Control Center Live alpha test. The first alpha test round will now last for the rest of 2020.
Thank you all for testing the module! :)
Minor patch: 0.728, MCCL fixes and Gemini Pulse force
This patch fixes some issues with the FPS camera controller in MCCL, menu scaling, as well as some minor texture glitches and typos.
You will now be able to normally walk up stairs, and the direction is not dependent on camera pitch. It's projected on the XZ plane. This is still a very simple FPS camera, and is intended as a check if it's needed or not.
This update also makes changes to the Gemini Pulse mode, making each pulse last 20 ms, and a more realistic pulse force.
Reentry has been updated to version 0.72!
0.72 has been released!
This update adds the preliminary VR capabilities seen in Mercury to Gemini, and starts the public alpha testing of the Mercury Control Center Live module.
While this is in testing and feedback is gathered, the work related to TSS for Apollo will start, scheduled for update 0.75. TSS for Apollo is the highest priority task on my list now, as the entire Apollo program tech stack lags behind Mercury and Gemini.
These are the main features of the update:
GEMINI VIRTUAL REALITY The preliminary support of VR for Gemini has been added. As in Mercury, this creates the base platform for VR development in Gemini. It's not yet complete, but the basics of operating Gemini and flying missions should be supported. Advanced procedures such as EVA and Docking still needs some of the basics in place.
EVA in VR changes how EVAs are performed. As in real life, the Handheld Maneuvering Unity is controlled and operated by the hand controller, and you point in it the direction you want to change. The forces are applied relative to the body center of mass. It takes some time to practice and get used to.
MERCURY CONTROL CENTER LIVE, Public Alpha Test Round 1 The first round of MCCL testing is now active. The purpose of this is to start getting feedback on the network logic, infrastructure, and traffic rate (a metric on the server). The first round is scheduled to last until November 30, but might be shorter if critical issues requires it. Keep in mind that this module is not as high priority as the TSS for Apollo update and the core features of Reentry, and fixes will be prioritized accordingly.
The Mercury Control Center Operators manual can be found here: http://reentrygame.com/gamemanuals/MercuryControlCenterManual.pdf
The quick start manual of the Mercury Control Center Live module can be found here: https://github.com/sundhaug92/mcc-manual
MERCURY INTERACTIVE CURSOR The new interactive cursor is in testing in Mercury only. This changes the mouse cursor to behave more to what we see in other simulators such as DCS. Currently the cursor will be a cross, and its color changes if you hover interactive elements. The plans for this is to support custom cursors, configurations and tooltips on the controllers you are interacting with.
IMPROVEMENTS & BUGFIXES A lot of minor fixes has been made based on feedback. Many typos has been fixed, as well as critical things such as the Gemini "sinking" bug after splashdown. In addition, you will see some new background elements being rendered, menu improvements and so on.
FUTURE We are getting closer and closer to the point where everything in Reentry is running on the latest game and interaction engine (aka. TSS). The focus is to get these technicalities out of the way first, then start working on some of the remaining critical systems needed for Apollo (such as Optics), and the Apollo campaign.
Once we have this in place, a lot of dev cycles will go into stability, polish, performance, language support, etc. as we get closer to version 1.0.
So what is version 1.0? Version 1.0 is just a milestone, not a final product. Once reached, the long journey towards 2.0 will start. Reentry is a project that will live as long as you are interested in the project. Once we reach the 1.0 milestone, the goal is to still improve and add systems to the existing crafts we see in Reentry today (Mercury, Gemini, Apollo Command Module and the Lunar Module), realism, stability, and more historical missions. In addition, we might also see new spacecrafts being added to the Reentry family of spacecrafts.
Boo! Happy Halloween - here's a brief dev update
The next update of Reentry (version 0.72) has rolled out to the Test Pilots. It will contain the first iteration of VR support for Project Gemini. The implementation is similar to what you already have for Project Mercury. In addition, multiple bug fixes has been made (for example, the floating issues of the Gemini capsule after splash down).
In addition to this, I have a wish to start public alpha testing of the Mercury Control Center Live multiplayer module. This is potentially the start of other multiplayer modules as well. The main goal behind it is to start testing the basic building blocks I have made for multiplayer modes.
Once this is out, I will enter the long and painful path of porting the entire Apollo implementation to the new TSS enabled game engine, and start working on some of its missing systems. The Apollo TSS implementation will be part of the 0.75 update, and Apollo systems are planned for 0.8 and beyond.
Happy Halloween, I will be spending the night in Orbit.