Depending on the mach regime, you should play around with compression ratios. A general rule is that less compression is needed for higher speeds. Whilst this uses more fuel, it will use less fuel per kilogram of thrust than a higher compression ratio.
Bypass is also your friend, but you can't go nuts with it.
You're really focusing on the wrong things here. JNO points are rather worthless beyond 15 of them. I, myself, despite my relatively unprecedented builds (as conceited as that sounds), have not really gained much at all in ~2 years. Really, for the most part, the community has moved on from upvoting each other, and much interaction is through downloads, forum posts, or comments with heavy emphasis on the latter two. I've made the transition myself, mostly using this site to drop comments, advice, or craft backups. Updoots and other forms of engagement are secondary.
I've got a few.
- Try creating a hyperspace effect.
- Manned round trip to Tauros
- Send a Victorian house to Cylero
- Build a 100-man space station in 100 days in LDO
- Build an all-terrain walking machine with no hidden wheels
- Speed-run 10 billion space dollars
@OACOTEOC not necessarily. Juno deals with a far more advanced set of physics than SP, and we also have coding as a vanilla feature. Rocket science already doesn't appeal to the majority of the available playerbase, and adding a new coding language (even if it is visual) only serves to narrow JNO's niche further.
Burn accuracy seems to be a function of the burn time against orbital period. The higher the ratio, the lower the accuracy, for a burn only works if you're moving in one direction, and the longer you burn, the more your velocity deviates, throwing off the intended direction of your final velocity.
As for gravity turns, it really depends on how high off of the ground you want to orbit. I haven't really tried it, so I go off of vibes.
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@Welliedowner you're right, it shouldn't. If I had to guess, there has to be some kind of hard-coded limitation to how much a wheel can accelerate. So, for the moment until it reaches the proper rpm, the wheels behave like they're braking.
@Welliedowner it's not unique to your craft. I just experienced it with my MiG. The reason yours might be so extreme is because of the sheer amount of wheels your plane has.
@TimothySin 🫵🤣
+1 4 days ago@Jskksdkdkdkdk I believe so, but not anytime soon.
7 days agoDepending on the mach regime, you should play around with compression ratios. A general rule is that less compression is needed for higher speeds. Whilst this uses more fuel, it will use less fuel per kilogram of thrust than a higher compression ratio.
18 days agoBypass is also your friend, but you can't go nuts with it.
That is just obscene
+1 29 days agoWhat are those death messages?
one month agoI'm working on an angel.
one month agoYou're really focusing on the wrong things here. JNO points are rather worthless beyond 15 of them. I, myself, despite my relatively unprecedented builds (as conceited as that sounds), have not really gained much at all in ~2 years. Really, for the most part, the community has moved on from upvoting each other, and much interaction is through downloads, forum posts, or comments with heavy emphasis on the latter two. I've made the transition myself, mostly using this site to drop comments, advice, or craft backups. Updoots and other forms of engagement are secondary.
+1 one month agoNot necessarily. We just specialise in engineering or design.
+2 one month agoNifty.
one month agoIn less than 9 minutes
one month agoI'm gonna do the silly
2 months agoNeat
+1 3 months agoSleep.
3 months agoIt's a great start, but it could use a few tweaks. If you'd like, I can give you some tips and tricks to improve this and future flags.
4 months agoI've got a few.
+1 4 months ago- Try creating a hyperspace effect.
- Manned round trip to Tauros
- Send a Victorian house to Cylero
- Build a 100-man space station in 100 days in LDO
- Build an all-terrain walking machine with no hidden wheels
- Speed-run 10 billion space dollars
Hypersonic air travel is a really, really bad idea for long periods of time. At those speeds, it's better just to fly out of the atmosphere entirely.
4 months agoi'm putting the roaming eye in this game, too.
+4 4 months ago@OACOTEOC not necessarily. Juno deals with a far more advanced set of physics than SP, and we also have coding as a vanilla feature. Rocket science already doesn't appeal to the majority of the available playerbase, and adding a new coding language (even if it is visual) only serves to narrow JNO's niche further.
+1 4 months agoWe have a tiny community over here.
+2 4 months ago@lafario here's a clicky for camera man
5 months ago@lafario what you're looking is a recon/documentation construct. I'll have one ready for you in a bit.
+1 5 months agoBurn accuracy seems to be a function of the burn time against orbital period. The higher the ratio, the lower the accuracy, for a burn only works if you're moving in one direction, and the longer you burn, the more your velocity deviates, throwing off the intended direction of your final velocity.
As for gravity turns, it really depends on how high off of the ground you want to orbit. I haven't really tried it, so I go off of vibes.
+1 5 months agoCall it Selene
7 months ago@GreatBritishAerospaceOff you"re not building Howl's castle, are you?
+1 7 months agoI love that you made it a Terminator. It being a reporter rather than a true mod is also a breath of fresh air.
+2 8 months agoI just watched the two anti-racist singing buildings, and then I see this. They really are gonna haunt my dreams.
+1 8 months agoHave both. Redundancy is always a good thing.
+1 10 months agoFurther detail: Kenya is the location of some of the earliest human and hominid remains, and seems to be generally accepted as humanity's spawn point.
+2 11 months ago@lafario fair enough. Have fun!)
+1 11 months ago@lafario I really shouldn't comment whilst half asleep, huh?
+1 11 months agoHistory lesson's appreciated, but what does this have to do with JNO?
+1 11 months agoThe ion engine is weak IRL, so this is how it's supposed to be. As for the engine gaining a larger TWR, this is likely because of the square-cube law.
one year agoThe only way to do so is with cheats found in the flight menu. Increase Physical Damage beyond 1.00, and some magic should happen.
one year agoTallant
+2 one year agodot(norm(navPosition) , velocityAcceleration)
+2 one year ago@Fyrem0th try commenting the full format. It won't work, but it might help troubleshoot.
1.2 years ago@Fyrem0th it only works on forum and craft posts, not comments. Regular links and text formatting are all that work here.
1.2 years agoWhen you're adding an image, use this format:
1.2 years ago
If you want an image which redirects to a different page, use this format:
[](redirect link)
@Welliedowner you're right, it shouldn't. If I had to guess, there has to be some kind of hard-coded limitation to how much a wheel can accelerate. So, for the moment until it reaches the proper rpm, the wheels behave like they're braking.
1.2 years ago@Welliedowner it's not unique to your craft. I just experienced it with my MiG. The reason yours might be so extreme is because of the sheer amount of wheels your plane has.
1.2 years agoThat would cause a mighty big explosion.
+2 1.2 years agoHope
+3 1.2 years ago@PZLAgencies "This can be used to tease upcoming projects by uploading an unlisted copy."
1.2 years ago@Toinkove booster
1.2 years agoMind uploading the crafts?
1.3 years agoTry the Juno probe.
1.3 years agoI'm glad you liked it here, and good luck with Grade 11.
+1 1.3 years agoWelcome!)
1.3 years agoProgress!
1.3 years agoclickable version
+1 1.3 years ago