Reentry - A Space Flight Simulator · published
This patch focuses on the runtime memory management and memory leak fixes. It also continues to iterate on the entire "Flight Plan Mode" system where I try to slowly tune and implement ways of allowing you to fly closer and closer to the real mission trajectories in specialized mission scenarios. It also rolls out multiple fixes to checklists. With regards to systems it focuses quite heavily on the Lunar Module and the Lunar Landing, an area that I really want to improve.
Note: You can always revert to a previous version via the Steam Betas tab if needed. The latest previous version is: 1.1.1. The rollback option is there to ensure smooth user experience in case something does not behave as expected.
Memory Leak Fixes
For the last few weeks I have been diving deep into some of the older section of this project, some of them corners I have not visited for many years, and tried to identify some memory leaks. As the project has gained some momentum multiple reports has contained some smaller memory leaks that would accumulate. Most would be invisible, but due to the hunt for the One Giant Leap / Full Mission achievements, they have surfaced.
This patch contains some rewrites and some fixes that affects the foundation of the game. Please report any new and strange behavior related to features that has used to work, and if you have issues, you can roll back to a previous build.
Flight Plan Mode
The game offers an extensive set of missions and in-game content to allow you to get a glimpse of how it was to be an astronaut when humans first started to explore space. You have access to over 50 Academy Lessons designed to teach you the basics of all craft, 4 fictional campaigns with 5-9 missions in each where you get to try your new skills learned from the Academy in missions based on the real events. You also have access to 5 historic missions using real comms, and that really tries to immerse you into the actual missions flow.
The new Flight Plan Mode aims to be the "end-game" type missions where the goal is to allow you to use the real Flight Plan of various missions as the planning reference (but keep in mind you are flying yourself) as you execute the mission. The in-game chatter is minimum, and each comes with a schedule for house keeping tasks and nominal burn times, all based on the real missions.
To allow this, quite a lot of work goes into the game mechanics and alignment of "the universe". The goal is to get you as close as I can to date/time, burn schedules, Earth/Moon views, shadow setting, etc.
This patch rolls out the next evolution of the Flight Plan Mode. The three existing Flight Plan Mode missions has been updated to cover the full flight from Launch to Splashdown, and I have successfully managed to get quite accurate results through most of the mission.
As you play these, the schedule is meant to be a design reference for burns. Minor errors and differences will have a huge impact on timing later, so always follow your own trajectory instead of trying to enforce the real events.
The next mission I am currently working on is Apollo 15 and the initial test version of it will hopefully roll out in one of the next patches. However, this iteration that I have rolled out today better supports the Apollo 15 (and Apollo 17) ascent inclination guidance, P02 azimuth changes and alignments required to reach the higher inclined lunar orbits needed to land at the Apollo 15/17 landing spots.
Lunar Stay, Ascent and Power Up checklists
I have made multiple updates to various Lunar Module checklists, and added the missing Lunar Stay -> Lunar Ascent checklists to the AoH (Timeline has had these).
Lunar Landing Point Estimator used during DOI planning
When you reach the Moon you typically perform the LOI-1 and LOI-2 burns before planning the DOI (Descent Orbit Injection) burn that controls the landing area. I have started to update the Maneuver Planner to provide you with an estimated Landing Area point (visible as a sphere with a line that intersects the lunar surface at the estimated landing point). In the next iteration of this I will improve the marker and also render it on the Mission Pad -> Moon Map.
Lunar Descent improvements
I have been working quite a lot related to the Lunar Landing and Powered Descent recently. Some of the work was released in the previous patch and this continues the efforts.
I have been improving the Landing Radar, lunar tile collider mesh generator, and made some internal changes to the Lunar Guidance Computer and related landing systems to refine the logic.
GPI/SIVB gauge and switching logic
I improved the GPI/SIVB fuel pressure gauge logic with regards to automatically showing GPI (given correct panel configuration and power distribution to the needed systems) after the final use of the SIVB. After that, GPI is typically monitored for the rest of the mission.
Thanks to all of you for helping me improve the game to the best of my ability!
Patch notes:
Fixed a Memory Leak in the Apollo module
Fixed multiple common but minor memory leaks across the project
Checklist updates and fixes
Lunar Ascent and power up checklists for the Lunar Module AoH tab
Apollo 8/11/16 Flight Plan Mode: Added TEI and Entry logic (initial)
Small Landing Point estimator available in F3 Orbit View when planning the DOI burn
Moon tile collider logic fix (minor)
V77E (Rate Cmd & Att Hold) to PDI/descent AoH checklist
LM descent and radar logic fixes (part 2)
LGC P63/64/66 program flow changes (minor)
Automatic crossover for the GPI/SIVB pressure readout switch to show GPI when SIVB is staged, EDS power required to read SIVB fuel pressure