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Getting used to the UI isn't hard once you're immersed in it for a few days. A matter of doing it and acclimatising.
Things that stood out to me:
The customizable parts definitely feel more like you're designing something yourself rather than clapping together legos.
The ship software you can put in is also quite easy and effective for being baked in.
Vehicles in general aren't wobbly. They can still bend and break with large forces, but are professionally built which is very nice.
The ground vehicle physics are definitely better. It does not feel like ice skating with thrusters, and the power draw of your motors sensibly drops when going sufficiently fast/downhill.
Aircraft feel pretty nice too. Electric motors (and pistons/hinges) being baked in to the base game does them good. It is notable that the motor spins all manner of things not just props, so I'm looking forward to playing with that on bigger things in space.
Batteries feel OP, but you're also going to be comparing a few kg slapped on the side to the option of an accidental full ton of battery being the main body of the craft.
Contracts I've seen so far (haven't got too far) are more interesting. Air/ground race course is cool. Taking pre-made cargo places. Explode away from town :D
Main downside is they are not informative... no being told the mass or dimensions of cargo beforehand, and tricky saving when there's loose cargo involved. (In KSP, you can just look at the map to see where you need to go before you accept, and you design the cargo yourself to fit the bill.)
Even more tweakable sliders and dynamic parts of parts than KSP2.
Unlock liquid fuel engine, you decide if it is more of a reliant or a 909, or the wheezing god of nozzle extensions. Quite a few techs are for extending the range of sliders on your existing parts. Add some ablator to everything, not just the heat shield.
The big things I long for are:
ISRU (which is in the future plans) Having a personal reason to develop your own outposts and keep interacting with them is really good.
KIS/KAS (dunno yet; there's EVA tethers and such so maybe it is already a thing or planned) It may be unrealistic, but major post-launch modifications are a ton of gamey fun for a mod. Minor modifications like adjusting your staging in flight or being able to load new probe software would be really useful. I might just not know how.
Seen so many players slam the game because of that! I've NEVER played KSP but I assume, despite being a similar type game with similar features, things are laid out differently so yeah it'll feel different then you're used too in KSP. Doesn't make it "BAD" just makes it a different game.
Main reason I went with this game over KSP was NO KERBELS. Just couldn't bring myself to play a game with those green aliens from Toy Story. It just seemed fake and cartoonish to me because of them! But apparently that's just me because almost everyone else who's played/plays this game has also played KSP.
The one area this game seems to excel at is the building. All parts are customizable in some way so you can create vehicle that look pretty much exactly how you want them too! Some KSP players have found this a bit daunting as they're not used too building vehicles in this manner, and it does take a bit of learning how all the settings work and effect performance, but once you got it you can make just about anything work!
But it sounds like you may have already chose your game and it's NOT Juno! And if that's what you enjoy well then go with it man!
The campaign is deep and you have ton of things to do in it.
You can build cars, plane, boats, submarines and all that stuff ...
But be aware :
The main issue you will get with this game is than the landscape feel really cheap. It can bother you.
Some physics are wonky. (People struggle with boat for example)
Also, you can replay the tutorial if you didn't understand something. It's hidden behind a button than we don't use often. I was struggling to find where the tutorial were hidden. I suggest to save the finished vessel of every tutorial when you finished the tutorial. It will help you.
https://steamcommunity.com/sharedfiles/filedetails/?id=3108685334
I think that's because this game was never intended to have boats or race cars or even planes for that matter (that's what SimplePlanes was for) but, as should have been expected, some players took it upon themselves to take up the challenge! After all there is a lot of ocean out there! But I still find it very strange they ended up incorporating that into career games.
Juno is marginally superior to un-modded KSP 1, but not by much. It is generally inferior to modded KSP 1 except in certain cases:
On the flip side, modded KSP 1 is superior when it comes to:
In general Juno is at its best when you want to make planes / rovers / boats that "look good" while remaining functional. It also has a niche to fill if you want to automate spacecraft. Otherwise, it probably isn't worth the purchase prices, as low as it currently is.
That alone is sufficient reason for me.
Some of my favorite features:
- Parts are very customize-able, so you can make them the exact size and power you want
- Parts can be freely placed and rotated, letting you make just about anything you want
- Performance is WAY better. Let's be honest, KSP never been known for running well on weaker computers. JuNO is much better optimized, easily running on less capable machines (even mobile devices!), and generally loads much faster than KSP. (Or if you have great hardware, you can use the Parallax mod to make JuNO look amazing)
- Crafts are WAY more physically stable. Everything is nice and solidly welded together; parts won't be wobbling around even if you don't place any struts. KSP crafts, AFAIK, like to wiggle around like they were built in Garry's Mod.
- Color customization: You can paint any part of a craft any way you want, with optional control of material properties like how emissive or metallic it is. This includes the crew's space suits!
- Visual scripting (AKA "Vizzy") can automate anything, from simple stuff like "when less than 500 meters above the ground, deploy landing gear" up to fully automating your surface-to-orbit or docking procedures. Crafts can even send each other signals to coordinate with no intervention on your part. You can automate away just about anything you find tedious, and spend more time doing the things you enjoy.
- As others have mentioned: It never had spyware.
Vizzy is simply fantastic, one of the best features I ever see on a simulator.
But I wish they would, also, added a way to edit the script the old way, old school IDE style - I'm a developer, I'm way more comfortable writing text.
There's a mod for that:
https://www.simplerockets.com/Mods/View/229226/VizzyBuilder
I just tried it, and there are a couple of things to note:
- It is, as I expected, wants the code to be written C#. If you don't know how to program in C#, this probably wont be very helpful to you.
- It is a stand-alone program, not a Visual Studio plug-in. The UI strongly resembles Visual Studio (as can be seen from the screenshots). When you download and extract the program, there will be a "VizzyBuilder.exe" which you need to execute.
- It has no ability to edit or import existing Vizzy code.
- It can open craft files (although it doesn't automatically open the correct directory -- %appdata%\..\locallow\Jundroo\simplerockets 2\userdata\craftdesigns\ is the one that you want). Doing this creates a "project" (not a Visual Studio project) associated with the craft file under whichever folder you extracted the program you downloaded to.
- When you click on "Run" it generates the required XML file for the open program, assuming the program ends with the "Console.WriteLine(Vz.context.currentProgram.Serialize());" command.
- It isn't at all clear whether it writes the XML directly back to the craft file, or if a manual copy and paste is required. The fact that it doesn't seem to provide a mechanism to attach code to a specific object in the craft file would seem to imply that manual copy and paste is required -- but there is a "Save as XML" option in the File menu...
- The documentation is... Poor, lets say, and the syntax is cryptic at best. The examples only help a bit -- they are too trivial to actually provide much help. Expect to spend a lot of time learning the namespace and syntax to do things.
The fact that this project exists at all is amazing.But...
I'm pretty sure that programming in it is going to be more difficult than Vizzy for almost any task. And that's not mentioning the fact that the learning curve will be much, much, much steeper than Vizzy itself.
Your mileage may vary, though.