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.
When you're adding an image, use this format:

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.
@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.
There are multiple issues with your aircraft, two of which are related.
When you're trying to roll, you must have actually inputted yaw control instead, which is why you are rolling opposite to how you'd expect.
As for why you roll so much, it's because your wheelbase is far too narrow for your aircraft, especially with how much the front wheel can turn. You need to offset the rear landing gear more to the side.
@Boredplanet there is no once centre of buoyancy. It likes to move around, for the submerged volume changes size and shape constantly. The best thing to do is to guesstimate where it might lie, then test it in the Bay.
When working with boats, it's best to keep the CoG close to the centre of buoyancy, so that, in the event of a tipping force, the CoB moves to correct the now offset CoG. If the latter is too high out of the water, the CoB will never be able to move beyond it, leading to a capsize. The simplest solution is to place the CoB above the CoG, but this usually is not possible without an enormous draft, which is rather inefficient for anything that isn't a submarine.
Sleep.
yesterdayIt'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.
one month agoI've got a few.
+1 one month 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.
one month agoi'm putting the roaming eye in this game, too.
+4 one month 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 one month agoWe have a tiny community over here.
+2 one month ago@lafario here's a clicky for camera man
2 months ago@lafario what you're looking is a recon/documentation construct. I'll have one ready for you in a bit.
+1 2 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 2 months agoCall it Selene
4 months ago@GreatBritishAerospaceOff you"re not building Howl's castle, are you?
+1 4 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 5 months agoI just watched the two anti-racist singing buildings, and then I see this. They really are gonna haunt my dreams.
+1 5 months agoHave both. Redundancy is always a good thing.
+1 7 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 8 months ago@lafario fair enough. Have fun!)
+1 8 months ago@lafario I really shouldn't comment whilst half asleep, huh?
+1 8 months agoHistory lesson's appreciated, but what does this have to do with JNO?
+1 8 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.
8 months 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.
9 months agoTallant
+2 9 months agodot(norm(navPosition) , velocityAcceleration)
+2 9 months ago@Fyrem0th try commenting the full format. It won't work, but it might help troubleshoot.
11 months ago@Fyrem0th it only works on forum and craft posts, not comments. Regular links and text formatting are all that work here.
11 months agoWhen you're adding an image, use this format:
11 months 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.
11 months 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.
11 months agoThat would cause a mighty big explosion.
+2 11 months agoHope
+3 11 months ago@PZLAgencies "This can be used to tease upcoming projects by uploading an unlisted copy."
11 months ago@Toinkove booster
11 months agoMind uploading the crafts?
one year agoTry the Juno probe.
one year agoI'm glad you liked it here, and good luck with Grade 11.
+1 one year agoWelcome!)
one year agoProgress!
one year agoclickable version
+1 one year agoThere are multiple issues with your aircraft, two of which are related.
When you're trying to roll, you must have actually inputted yaw control instead, which is why you are rolling opposite to how you'd expect.
As for why you roll so much, it's because your wheelbase is far too narrow for your aircraft, especially with how much the front wheel can turn. You need to offset the rear landing gear more to the side.
Here is your updated jet for you to inspect.
one year agoHappy birthdday!)
+2 one year agoI disable the drood's CameraVantage property "isHidden".
+1 1.1 years agoMake a plan. Execute the plan. Expect the plan to go off the rails. Throw away the plan.
+1 1.1 years agoMore information is needed. If you'd like, I can test it and diagnose.
1.2 years agoFile editing?
1.2 years agoYour centre of lift may be too far behind the centre of gravity.
1.2 years agoGood on you for steeping back, man.
1.2 years ago@Boredplanet there is no once centre of buoyancy. It likes to move around, for the submerged volume changes size and shape constantly. The best thing to do is to guesstimate where it might lie, then test it in the Bay.
1.2 years agoYou likely have a high centre of gravity.
When working with boats, it's best to keep the CoG close to the centre of buoyancy, so that, in the event of a tipping force, the CoB moves to correct the now offset CoG. If the latter is too high out of the water, the CoB will never be able to move beyond it, leading to a capsize. The simplest solution is to place the CoB above the CoG, but this usually is not possible without an enormous draft, which is rather inefficient for anything that isn't a submarine.
1.2 years agoHappy birthday!)
+1 1.3 years agoWho cares what we say? I friggin' called myself Wonder Bread for crying out loud!
1.3 years ago