@@yaboiminecraff in general i agree with you, Unity is not the most robust bug-free engine for these things, but it really isn't much worse than KSP. the Kraken is everywhere, Clang, the Smraken, and the Jraken are no different.
At 5:15, it seems you are trying to make a slanted nose-cone. Instead of rotating the part, in the menu on the left you can click on the blue rectangle with the arrows pointing out from it (Part Shape Tool). Then if you move the selection to the middle of the nosecone using the big blue-white arrows (or by clicking the middle of the nosecone), you can make the nosecone itself slanted by modifying the x-offset and y-offset values. This also allows you to edit some other parameters of the nosecone / fuselage which aren't available with the arrows in the editor itself. At 5:30 regarding the rotation / translation tools: If you want to do really fine adjustments, the easiest way is to just change the values in the text fields of the maneuvre tool. Additionally, if you want there to be no snapping in the maneuvre tool, you can change the grid size to 0 (same for the rotation tool, with Angle Step, which can go as low as 0 if you just type in the value). It should be noted that this grid size not only applies to the maneuvre tool, but also when resizing fuselages. With a grid size of 0.1, resizing of fuselages will also always happen with steps of 0.1. At 6:20, instead of clipping the engine into a fuselage, you can enable the "shroud" option for the engine. This also gives you the option to easily modify the shroud lengthwith sliders. At 7:30, if you want a part to maintain symmetry even after you change them, first select the part you want to give symmetry, then you can set the symmetry mode individually. This symmetry will automatically also be applied to any parts attached through this part. At 11:00, instead of adding another control module, you can change the control mode of the cockpit. Simply open the settings of the cockpit, and under "Command" change the "Configuration" to "Plane". (You might want to first disable "Reorient on Config Change" under "Control Settings" to make sure your plane physically remains in the plane orientation. At 13:30, the suspension indeed seems to be less bouncy than in KSP. Still, you can make the suspension more bouncy by changing the suspension strength, suspension travel, and damper strength. You can find these under the "Wheel Settings" tab of the landing gear. Also, when attaching a cockpit on a fuselage, it is easier to have an existing fuselage, and then attach the cockpit onto that, instead of the other way around. This should also fix the depth mask of the cockpit, since it then attaches correctly. If not, go into the "Tinker Panel" setting, enable it, and try other settings for the Render Queue to see if that fixes it. In my experience, in JNO you spend more time in the part settings menus than you might in KSP. The procedural parts give you a lot of options to tweak, meaning you will inevitably spend less time placing the actual parts, and more time tweaking their parameters to make them look / work the way you want them to. This becomes even more prevalent with rocket engines, where you can spend a lot of time trying to optimise them to achieve the maximum performance at the lowest mass. In any case, I would definitely recommend just going through some of the settings tabs for a few parts (especially one part of each of the following categories: rocket engine, jet engine, landing leg, landing gear, and a propeller engine (consists of 2 parts: 1 electric motor, and 1 propeller)). You will find that all rocket engines can be made by taking any other rocket engine, and then tweaking the parameters. The specific engines are mostly just useful presets, rather than actual different individual parts. The same is true for the jet engines, and propeller engines.
@@calluxdoaron1903can you explain how to save a subassembly? Like can you build a rocket, then load an engine without it deleting the rocket? Or build a satellite and then load a pre-built rocket to launch it?
If you want to make a whole rocket into a subassembly, place a new command chip and set it as primary, separate from the rocket. Then grab the rocket and drag it to the icon that appears in the top left. Keep in mind that it won't save any paint that you add.
There's so many fun little options hiding in the editor's menus, I think you can even manually adjust the orientation of your command parts. I recommend taking a look at the stock vehicles, too, they are incredibly impressive
I'd love a series that kinda follows progression. Checking out moon landers, Duna and Cylero rovers, Jool and Tydos orbiters, and so on. Something that explores both systems and shows them side by side. Also, I recommend trying the first several missions of the JNO career mode purely as a tutorial.
The little line with two fins on it below your tweakables is the symmetry button. Which works almost the same as ksp 2. But you can now type in the number of symmetry you want. For example, if you want 12 times symmetry, you can type it in in that menu.
DO start a tutorial/exploration of JNO! While it lacks science, there's much to explore and many craft. Parallax and other mods are available, too. It is certainly a spiritual successor to KSP without trying to supplant it. The Venus-like world has its own challenges (it's more Venus and will roast and crunch). You also have a Titan-like moon out there. You're best in crafts-as-art...do go for it and have fun! (Oh, to explode something, click on the part and you'll see an "Explode" button!
Nice! Yah, I'd like to see a comparison with Juno from the point of "KSP2 is dead and we need to replace KSP 1 so how does Juno stack up". Building, planets, science, exploring, space stations, bases, etc.
1: You should put the cockpit orientation as "Plane" so the navball doesn't turn to the sides when you go sideways 2: Instead of trying to join the cockpit to a cylinder by joining the cylinder, try the cockpit instead. 3: the mirror tool can be put on an specific cylinder on "Mirror", "X2", "X3", "X4", "X5" and "X6", I guess you can awknoledge how it works. There's more things but it's not to hit your morale too hard.
Modded KSP will always be number one for many, but Juno is a very well put together game that is still rapidly growing and developing. Sure it doesn’t have little green men but anyone that hasn’t played Juno before 100% should try it out. IMO Juno is WAY better for highly detailed builds, be it replicas or custom designs.
Yep, I had to learn how to use Blender and import models to KSP to achieve the level of customization available in Simple Planes out of the box. Didn't play Juno but it should have at least the same level of customization I guess.
I wonder why there are few mods in Juno. Playerbase (too low or most of them are mobile users so cannot do too complex mod e.g juno's parallax is PC only, not to mention apple strict restrictions in iOS) or just because the customization makes it harder, or lack of api
@@ssdrbx6180 Juno doesn't need many mods, because most of the mods you know from KSP are in the stock Juno game already - procedural parts, real fuels, realistic plumes, detailed info panels,... you just launch the game, even on mobile phone if you wish. Juno is superior to KSP in everything except the amount of green guys making scared faces.
A lot of the issues in Juno were due to building the airplane in "rocket" mode instead of "plane" mode. It's a selectable option on any command module. You don't need the command disc. Also Juno supports hotas controls for flight which make it really great for planes.
Would definitely love to see you play around more with Juno, and give direct comparisons when possible to KSP. Everyone keeps saying Juno is the best hope we have at something to replace KSP eventually. I'm not sold yet even after messing with it for a bit now, as its severely lacking the polish or personality of KSP, but I'm interested to see where it goes.
Juno has my attention... Fully procedural parts, not just wings? That's what I was hoping KSP2 would have had from the start, after a decade between the games. And, if Take 2 hadn't been shit and demanded they use old code as the base, maybe we would have.
SZ: "We're back!" showing KSP1 Me: CHEERS! :D [symmetry note updated] _sigh_ The colour of JNO's build surface is depression blue, it always brings me down. I've requested they add a colour option for it, but if they have, it hasn't come yet. JNO's insistence on the root part being a command part makes starting aeroplane builds a bit difficult. I found it easiest to place the tank and drag the cockpit onto it, but that then requires further adjustment if you use the numeric entry for part positions. Weird! The cockpit should have a depth mask; you shouldn't be able to see the tank in the cockpit. Same with the landing gear. Could be a driver issue, though as of 1.3, I think there's a per-part option to disable the depth mask. *** You must set the vehicle type to airplane or start with the New Airplane option *** Airplane/rocket modes affect flight and building. You've seen the effect on the navball. When building, new parts default to horizontal for airplanes. Jet engines are often fitted into intakes turned backward because intakes are hollow; the hollowness of intakes allows for the bypass duct. The amount of bypass is adjustable on the engine part; the fan size remains the same and the rest of the engine changes size. You don't have to redo symmetry if you set symmetry on the first symmetrical part and build onto it. The parts you build onto symmetrical parts apparently inherit the symmetry, but this isn't done if you build first and apply symmetry later. Oh yeah, JNO has powered landing gear. I've used this once but it's made me laugh more than once. :) The altitude is always visible next to the blue fuel bar. It defaults to AGL -- Above Ground Level, though you can click it for ASL (above sea level) just like in later versions of KSP. Hahaha! I never tried opening the canopy at speed. :D Or maybe it didn't do that in 1.0 or 0.9 or whenever it was that I first explored Droo. I knew JNO landing gear was good, but I didn't realise how good. That is amazing! :D Incidentally, Droo has large areas of flat land. This gives me hope for other bodies in the stock system, though I haven't landed on any yet. Brigo should be very easy, perhaps like Minmus but closer, but I really haven't been feeling like playing either game for a long time. I'd be happier with Juno if it was more cheerful. I think they tried too hard to not make it addictive. I think science has focused on the wrong things with game addiction, but that's another story. BOOM! 😄
You can greatly increase the canards' control authority by attaching them to rotator parts, and setting the rotators to be controlled by pitch or roll.
Play Juno more. It’s actually going (after SimplePlanes2 is released in 2025) to get updates. Plus, you can easily make custom planets and systems, as well as downloading them as well. There are also less game breaking bugs.
@@ShadowZone unlike KSP, JNO parts have limited health pool that they deitorate during high temperatures/collision. This is balanced with ability to add ablator to any part. So basically it is no longer "threshold" test and more of "endurance" test, which makes repeated SSTOs reentries more and more dangerous.
If you want your eurofighter to be more maneuverable at higher speed, you need to make the wings a delta wing. Like the space shuttle. The forward canards should also be bigger, allowing them to have more control authority. That's just what i wanted to point out for your future eurofighter typhoon endeavours.
I switched to doing planes in JUNO a while ago, since you have far more freedom to achieve the shapes you want, and an entire engine builder. Now I use flyout, but flyout gives you possibly too much freedom, and is pretty clunky.
From what I've played simpleplanes is the best balance of simple intuitiveness and realism for creating aircraft (especially fighters). And it has a sequel coming sometime.
In my opinion and experience SR2(juno) has more control and is more playful, for everyone. You literally can set everything for every part. You can even open XML editor add property directly to the part. With Vizzy (the graphical programming thingy) you can do even more.( like automate your flight, making user interface in the cockpit, override the built in pid control , or maybe make a game console)
I don't know if it's in the sandbox mode, but the career mode has tutorials that explain the basic functions of the designer and they very much hammer in the fact that you clone parts by right clicking xd I say that because I've seen the exact same sentence regarding cloning about 5 times now I do wish that you could pick a custom keybind for it because the mouse buttons are also used for the camera. you _can_ hold shift to ignore clicking on parts, but to me it almost feels like a bandaid fix. 99% of the time I don't expect my mouse to be over a part when I click, and the 1% when I do expect that, I either hold shift or forget that right click clones 12:39 I believe what you're describing here could be achieved with the part shape tool by stretching the fuel tank sideways
I've always dreamt of a KSP esque game with more focus on making planes, Imagine how fun it would be to build planes togheter and dogfight with them to see which design is better. While Simpleplanes gets close to this, I feel like the builder in that game is way to clunky and timeconsuming compared to the more user friendly builder in KSP.
If you select a part you can miror it so that its changing with the other side and at the start just atach the cockpit to the fuel tank and not the fuel tank to the cockpit also you didnt set the cockpit to plane mode it was still in rocket mode so it thought your fighter is a rocket and 90 decress turn. Juno neds quite some time to learn but ones you know it its the same level then ksp if not better
Anybody know if there is a real solar system mod for Juno? I think that's what's missing for me from that game, honestly. It has built in vehicle scripting!
I have bought Juno some time ago to support them but never even installed it. With KSP2 dead, maybe it's time now. Show us some rocketry and space exploration.
I must say the best way to learn how to JUNO is to download other crafts and try to reverse engineer them some are "cheating" with zero mass parts, infinite fuel and hidden wings >> from the tinker panel some are heavily programmed using vizzy, the built-in programming language, also know as vizzy magic others are authentic, all fair crafts using untinkered parts, just clever design but no matter the craft, you will learn better design techniques
I am a Juno player, a lot of your problems are just you being in experienced in the game. Just play around in the infinite menus and your craft will be so much better.
Juno deserves WAY more attention than it currently has. It is an amazing game!
Agreed. I think it’s underrated.
KSP 2 stole its thunder, only to die off. JNO had its full release at the same time as KSP 2's shoddy early access and people still played KSP 2
i played a lot of simpleplanes (made by the same guys) and ksp, so i'll prob give it a try one day 👍
Just has a lot of issues rn because of the unity game engine but is still amazing
@@yaboiminecraff in general i agree with you, Unity is not the most robust bug-free engine for these things, but it really isn't much worse than KSP. the Kraken is everywhere, Clang, the Smraken, and the Jraken are no different.
At 5:15, it seems you are trying to make a slanted nose-cone. Instead of rotating the part, in the menu on the left you can click on the blue rectangle with the arrows pointing out from it (Part Shape Tool). Then if you move the selection to the middle of the nosecone using the big blue-white arrows (or by clicking the middle of the nosecone), you can make the nosecone itself slanted by modifying the x-offset and y-offset values. This also allows you to edit some other parameters of the nosecone / fuselage which aren't available with the arrows in the editor itself.
At 5:30 regarding the rotation / translation tools: If you want to do really fine adjustments, the easiest way is to just change the values in the text fields of the maneuvre tool. Additionally, if you want there to be no snapping in the maneuvre tool, you can change the grid size to 0 (same for the rotation tool, with Angle Step, which can go as low as 0 if you just type in the value). It should be noted that this grid size not only applies to the maneuvre tool, but also when resizing fuselages. With a grid size of 0.1, resizing of fuselages will also always happen with steps of 0.1.
At 6:20, instead of clipping the engine into a fuselage, you can enable the "shroud" option for the engine. This also gives you the option to easily modify the shroud lengthwith sliders.
At 7:30, if you want a part to maintain symmetry even after you change them, first select the part you want to give symmetry, then you can set the symmetry mode individually. This symmetry will automatically also be applied to any parts attached through this part.
At 11:00, instead of adding another control module, you can change the control mode of the cockpit. Simply open the settings of the cockpit, and under "Command" change the "Configuration" to "Plane". (You might want to first disable "Reorient on Config Change" under "Control Settings" to make sure your plane physically remains in the plane orientation.
At 13:30, the suspension indeed seems to be less bouncy than in KSP. Still, you can make the suspension more bouncy by changing the suspension strength, suspension travel, and damper strength. You can find these under the "Wheel Settings" tab of the landing gear.
Also, when attaching a cockpit on a fuselage, it is easier to have an existing fuselage, and then attach the cockpit onto that, instead of the other way around. This should also fix the depth mask of the cockpit, since it then attaches correctly. If not, go into the "Tinker Panel" setting, enable it, and try other settings for the Render Queue to see if that fixes it.
In my experience, in JNO you spend more time in the part settings menus than you might in KSP. The procedural parts give you a lot of options to tweak, meaning you will inevitably spend less time placing the actual parts, and more time tweaking their parameters to make them look / work the way you want them to. This becomes even more prevalent with rocket engines, where you can spend a lot of time trying to optimise them to achieve the maximum performance at the lowest mass.
In any case, I would definitely recommend just going through some of the settings tabs for a few parts (especially one part of each of the following categories: rocket engine, jet engine, landing leg, landing gear, and a propeller engine (consists of 2 parts: 1 electric motor, and 1 propeller)). You will find that all rocket engines can be made by taking any other rocket engine, and then tweaking the parameters. The specific engines are mostly just useful presets, rather than actual different individual parts. The same is true for the jet engines, and propeller engines.
Wow, thanks for the detailed hints!
@@ShadowZone I can also recommend to use subassembly saving. Pre-made detailed tanks, pre-tuned engines and hulls save some time in the future.
@@calluxdoaron1903can you explain how to save a subassembly? Like can you build a rocket, then load an engine without it deleting the rocket? Or build a satellite and then load a pre-built rocket to launch it?
If you want to make a whole rocket into a subassembly, place a new command chip and set it as primary, separate from the rocket. Then grab the rocket and drag it to the icon that appears in the top left. Keep in mind that it won't save any paint that you add.
There's so many fun little options hiding in the editor's menus, I think you can even manually adjust the orientation of your command parts. I recommend taking a look at the stock vehicles, too, they are incredibly impressive
SP and JNO player here, I believe the main tool for slanting is in the blue shape down from Rotation
you can make the fuel tank not be shown inside the cockpit, I believe its the depthmasks in tinker panel
Thanks! I'll try that.
@ShadowZone you can also drag the cockpit onto the tank and it'll connect with depthmasks auto enabled
watching shadow struggle with juno's building reminds me of when I first got juno. it does get a lot easier with practice though
Would love to see more Juno! Pretty sure there's a setting that controls the landing gear suspension bounciness, there's a setting for everything lol
In Juno, if you click "new" you have the option to create an airplane which will make designing easier.
I'd love a series that kinda follows progression. Checking out moon landers, Duna and Cylero rovers, Jool and Tydos orbiters, and so on. Something that explores both systems and shows them side by side.
Also, I recommend trying the first several missions of the JNO career mode purely as a tutorial.
The little line with two fins on it below your tweakables is the symmetry button. Which works almost the same as ksp 2. But you can now type in the number of symmetry you want. For example, if you want 12 times symmetry, you can type it in in that menu.
Please do more of exploring Juno!
The flying around looks funny as heck.
So happy to see you play JUNO !!
Kerbal ran it's course, it will never get better than it is. Juno on the other hand is just starting, let's give it the attention it deserves.
KSP still has a very active modding community.
Juno also is at the endof its course, lets be real. These independant devs won t work on it for free forever.
14:00 you can add suspension to your landing gears. You just forgot to edit the gear.
DO start a tutorial/exploration of JNO! While it lacks science, there's much to explore and many craft. Parallax and other mods are available, too. It is certainly a spiritual successor to KSP without trying to supplant it. The Venus-like world has its own challenges (it's more Venus and will roast and crunch). You also have a Titan-like moon out there. You're best in crafts-as-art...do go for it and have fun! (Oh, to explode something, click on the part and you'll see an "Explode" button!
Nice! Yah, I'd like to see a comparison with Juno from the point of "KSP2 is dead and we need to replace KSP 1 so how does Juno stack up". Building, planets, science, exploring, space stations, bases, etc.
1: You should put the cockpit orientation as "Plane" so the navball doesn't turn to the sides when you go sideways
2: Instead of trying to join the cockpit to a cylinder by joining the cylinder, try the cockpit instead.
3: the mirror tool can be put on an specific cylinder on "Mirror", "X2", "X3", "X4", "X5" and "X6", I guess you can awknoledge how it works.
There's more things but it's not to hit your morale too hard.
Modded KSP will always be number one for many, but Juno is a very well put together game that is still rapidly growing and developing. Sure it doesn’t have little green men but anyone that hasn’t played Juno before 100% should try it out. IMO Juno is WAY better for highly detailed builds, be it replicas or custom designs.
Yep, I had to learn how to use Blender and import models to KSP to achieve the level of customization available in Simple Planes out of the box. Didn't play Juno but it should have at least the same level of customization I guess.
@@PalassCatJuno's customization is way more complex than Simple Planes, haven't play Simple Planes but this game improves on many stuff from it
I wonder why there are few mods in Juno. Playerbase (too low or most of them are mobile users so cannot do too complex mod e.g juno's parallax is PC only, not to mention apple strict restrictions in iOS) or just because the customization makes it harder, or lack of api
@@ssdrbx6180 Yeah, that and also with the amount of procedural part customization there is hardly a need for certain mods
@@ssdrbx6180 Juno doesn't need many mods, because most of the mods you know from KSP are in the stock Juno game already - procedural parts, real fuels, realistic plumes, detailed info panels,... you just launch the game, even on mobile phone if you wish. Juno is superior to KSP in everything except the amount of green guys making scared faces.
I just started playing this game and I love it. Crazy amout of customization for engines and parts. Great game. Totally worth the money
I would absolutely love it if you continued to do more Juno stuff!!
Cool !!! Whole new meaning to " sticking the landing " as the aircraft just sticks to the ground when you get near it. 😅👍
A lot of the issues in Juno were due to building the airplane in "rocket" mode instead of "plane" mode. It's a selectable option on any command module. You don't need the command disc. Also Juno supports hotas controls for flight which make it really great for planes.
Would definitely love to see you play around more with Juno, and give direct comparisons when possible to KSP. Everyone keeps saying Juno is the best hope we have at something to replace KSP eventually. I'm not sold yet even after messing with it for a bit now, as its severely lacking the polish or personality of KSP, but I'm interested to see where it goes.
Juno has my attention...
Fully procedural parts, not just wings? That's what I was hoping KSP2 would have had from the start, after a decade between the games. And, if Take 2 hadn't been shit and demanded they use old code as the base, maybe we would have.
Juno is based on Simple Planes that had been using procedural parts for a looong time.
@@PalassCat All the more reason I was disappointed KSP2 didn't.
SZ: "We're back!" showing KSP1
Me: CHEERS! :D
[symmetry note updated]
_sigh_ The colour of JNO's build surface is depression blue, it always brings me down. I've requested they add a colour option for it, but if they have, it hasn't come yet.
JNO's insistence on the root part being a command part makes starting aeroplane builds a bit difficult. I found it easiest to place the tank and drag the cockpit onto it, but that then requires further adjustment if you use the numeric entry for part positions.
Weird! The cockpit should have a depth mask; you shouldn't be able to see the tank in the cockpit. Same with the landing gear. Could be a driver issue, though as of 1.3, I think there's a per-part option to disable the depth mask.
*** You must set the vehicle type to airplane or start with the New Airplane option ***
Airplane/rocket modes affect flight and building. You've seen the effect on the navball. When building, new parts default to horizontal for airplanes.
Jet engines are often fitted into intakes turned backward because intakes are hollow; the hollowness of intakes allows for the bypass duct. The amount of bypass is adjustable on the engine part; the fan size remains the same and the rest of the engine changes size.
You don't have to redo symmetry if you set symmetry on the first symmetrical part and build onto it. The parts you build onto symmetrical parts apparently inherit the symmetry, but this isn't done if you build first and apply symmetry later.
Oh yeah, JNO has powered landing gear. I've used this once but it's made me laugh more than once. :)
The altitude is always visible next to the blue fuel bar. It defaults to AGL -- Above Ground Level, though you can click it for ASL (above sea level) just like in later versions of KSP.
Hahaha! I never tried opening the canopy at speed. :D Or maybe it didn't do that in 1.0 or 0.9 or whenever it was that I first explored Droo.
I knew JNO landing gear was good, but I didn't realise how good. That is amazing! :D
Incidentally, Droo has large areas of flat land. This gives me hope for other bodies in the stock system, though I haven't landed on any yet. Brigo should be very easy, perhaps like Minmus but closer, but I really haven't been feeling like playing either game for a long time. I'd be happier with Juno if it was more cheerful. I think they tried too hard to not make it addictive. I think science has focused on the wrong things with game addiction, but that's another story.
BOOM! 😄
Juno looks cool. Please experiment more with it.
The landing gear has a suspension setting ;)
I've been playing JNO since it was still in beta and called SR2. When building a plane, you connect the cockpit to the tank, not the other way around.
7:10 You can add two surface controls and assign one of them for pitch and second one for roll, this will make maneuvering easier
You might inspire me to pick up Juno again after putting on the self for a few years.
I would like to see you do more videos with it.
Juno career mode has the tutorails u need
You can greatly increase the canards' control authority by attaching them to rotator parts, and setting the rotators to be controlled by pitch or roll.
Make some crazy creations in Juno
Play Juno more. It’s actually going (after SimplePlanes2 is released in 2025) to get updates. Plus, you can easily make custom planets and systems, as well as downloading them as well. There are also less game breaking bugs.
Your saying juno isnt gonna get updated till after sp2 is released?!
@@Hakaishin-225probably. The devs are currently working on SP2, so I don’t see them working on JNO right now
I would love to see more of juno !
I just got Juno and I’m excited to try it out
SSTO in Juno
0% heat damage challenge
Is the atmo heating so brutal in Juno? I haven't yet tried to get really high really fast.
@@ShadowZoneif you're just going vertical i reckon you'd be fine, but sustained atmospheric flight at above mach 5 is dangerous
@@ShadowZone unlike KSP, JNO parts have limited health pool that they deitorate during high temperatures/collision. This is balanced with ability to add ablator to any part.
So basically it is no longer "threshold" test and more of "endurance" test, which makes repeated SSTOs reentries more and more dangerous.
you should try out flyout
6:34 you can add cowling to the engines (If I'm not mixing JNO with flyout again) in settings.
Your not mixing anything you can. You can change the end of it to have a chevron design and all that crap
Do a moon mission. Launching to a co-planar orbit in J:NO is really difficult, I haven't found any easy way to do it.
the reason for junos simpler editor is because its derived form simplelanes ,a plane centric builder game
If you want your eurofighter to be more maneuverable at higher speed, you need to make the wings a delta wing. Like the space shuttle.
The forward canards should also be bigger, allowing them to have more control authority.
That's just what i wanted to point out for your future eurofighter typhoon endeavours.
Or like an actual eurofighter that has a delta wing as well.
I switched to doing planes in JUNO a while ago, since you have far more freedom to achieve the shapes you want, and an entire engine builder. Now I use flyout, but flyout gives you possibly too much freedom, and is pretty clunky.
From what I've played simpleplanes is the best balance of simple intuitiveness and realism for creating aircraft (especially fighters). And it has a sequel coming sometime.
if you want to try some more "vehicle building game" you could try flyout (however it takes quite more time than ksp to build even a basic plane).
Juno has so many festures ksp needs. And them some that juno has that it pains me to this day why ksp never had them
14:04 adjust the suspension. I noticed they didn’t move at all, meanwhile on my planes, they do move.
Ah yes, JUNO and good old KSP 1. We dont need ksp 2, dunno why i wait for it ;/
In my opinion and experience SR2(juno) has more control and is more playful, for everyone. You literally can set everything for every part. You can even open XML editor add property directly to the part. With Vizzy (the graphical programming thingy) you can do even more.( like automate your flight, making user interface in the cockpit, override the built in pid control , or maybe make a game console)
I don't know if it's in the sandbox mode, but the career mode has tutorials that explain the basic functions of the designer
and they very much hammer in the fact that you clone parts by right clicking xd
I say that because I've seen the exact same sentence regarding cloning about 5 times now
I do wish that you could pick a custom keybind for it because the mouse buttons are also used for the camera.
you _can_ hold shift to ignore clicking on parts, but to me it almost feels like a bandaid fix.
99% of the time I don't expect my mouse to be over a part when I click, and the 1% when I do expect that, I either hold shift or forget that right click clones
12:39 I believe what you're describing here could be achieved with the part shape tool by stretching the fuel tank sideways
More Juno!!!
Yessss, shadowzone finally made a video about planes again!
finally.
Learning Juno, at some point you just sigh and exhaustively read every control and tweakable.
The navball is not activated by default because you can build boats and cars, which dont really nead it technically.
I've always dreamt of a KSP esque game with more focus on making planes, Imagine how fun it would be to build planes togheter and dogfight with them to see which design is better. While Simpleplanes gets close to this, I feel like the builder in that game is way to clunky and timeconsuming compared to the more user friendly builder in KSP.
they're making a simpleplanes 2 which releases in 2025 so that game might fulfill your dream but idk
Can we please get more Juno content! I've been looking forward to this for a while!
Sure the thumbnail isn't just a screenshot from F29 Retaliator? :D
honestly, the plane looks more like a knock-off J-20 than the actual J-20.
I'd love to see you make the same plane again in Flyout.
Juno could definitely use a more built-up base for visual appeal
And wait there is MORE! Simple Planes 2 is on its way
Great video! Would love to see a Mars mission in Juno!
The floor twitching around in Juno really makes me dizzy.
It auto-adjusts to the lowest part, so I guess you could put some extra part low-down to keep it away. It could be designed better.
I am now very interested in JuNO.
I made a plane myself in Juno and it flew very well
More please, just yesterday I randomly startet juno and searched videos on YT.
Also place tank first then grab cockpit and drag it onto the tank
Both are good..?
Now do a KSP vs Kit hack, would love to see the difference between the original game and the sequel.
If you select a part you can miror it so that its changing with the other side and at the start just atach the cockpit to the fuel tank and not the fuel tank to the cockpit also you didnt set the cockpit to plane mode it was still in rocket mode so it thought your fighter is a rocket and 90 decress turn.
Juno neds quite some time to learn but ones you know it its the same level then ksp if not better
If Juno has little Kerbals I'd play Juno
Anybody know if there is a real solar system mod for Juno? I think that's what's missing for me from that game, honestly. It has built in vehicle scripting!
Yes it does
Just click "new rocket" in the build menu and it would ask plane or rocket
Jno looks and acts like if simpleplanes and ksp had a child
Playing Juno 3 hours permanently relieved my regrets that KSP 2 never comes. I hope the game is going to be good evoluted.
does it have FAR type aerodynamics?
I have bought Juno some time ago to support them but never even installed it. With KSP2 dead, maybe it's time now. Show us some rocketry and space exploration.
Fact:juno:New Origins used to be called simplerockets 2.
the first one looks like the x-32
i'm curious about the perf on that game with lots of parts as it's based on Unity as KSP...
It's so good you can run it on a phone, the even have a phone app
You can manually adjust suspension
Kit hack modal club vibes intensify
Flyout is the best game if you want to build planes!
You can move cockpits in juno lol
Tbh the devs of juno should add more life into the game, the astronauts and planets feel so dead
Please do more Juno content!
Moon mission? Mars maybe?
3:55 it was painful to watch😅😢
You're gonna be surprised how good this game actually is pls play it more
I am used to playing SFS and i ABSOLUTELY cannot play Juno without infinite fuel 💀 idk why its so hard for me but it is 😭
Probably because your not making rockets with the required delta V to get anywhere. Delta V is important
Series please!
Thank you! I love Juno
I must say the best way to learn how to JUNO is to download other crafts and try to reverse engineer them
some are "cheating" with zero mass parts, infinite fuel and hidden wings >> from the tinker panel
some are heavily programmed using vizzy, the built-in programming language, also know as vizzy magic
others are authentic, all fair crafts using untinkered parts, just clever design
but no matter the craft, you will learn better design techniques
so is there ai pilots in juno or nah, cause bd armory has that base covered on another level entirely
I love Juno and bought the complete ed. Best 4 dollars I ever spent
Yes let's see your Juno skillz
I am a Juno player, a lot of your problems are just you being in experienced in the game. Just play around in the infinite menus and your craft will be so much better.
airplane!
Does Juno have weapons or a weapons mod
you can make missles
You should try flyout
I think the comparisons with KSP are interesting, but maybe get a little experience with juno before you try haha