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Wow, that has potential.  I think most people share the complaint the Juno just feels dead and empty.  Not that it's bug-free either, but I'm sure the codebase is in far better shape.

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Posted (edited)

Juno mods apparently go in %LOCALAPPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\Mods\ instead of under the game folder, and they're some custom format instead of ZIP files, which is going to make CKAN support a bit complicated to arrange...

Edited by HebaruSan
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10 minutes ago, Skorj said:

Wow, that has potential.  I think most people share the complaint the Juno just feels dead and empty.  Not that it's bug-free either, but I'm sure the codebase is in far better shape.

Aye, certainty the most qualified candidate at the moment for improvements.

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15 minutes ago, HebaruSan said:

Juno mods apparently go in %LOCALAPPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\Mods\ instead of under the game folder, and they're some custom format instead of ZIP files, which is going to make CKAN support a bit complicated to arrange...

Heck, it sounds like they might be open to adding mod support to the game itself, Factorio-style, if they could find someone to do it.

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As for Juno itself, I liked what I saw in a quick test play yesterday. It's Unity-based, so modding it would be an adjustment, but not as much as starting from scratch on a completely different engine.

But if "the charm" means having Kerbal characters in-game, "the modding community and former devs" do not own that.

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Posted (edited)
35 minutes ago, HebaruSan said:

As for Juno itself, I liked what I saw in a quick test play yesterday. It's Unity-based, so modding it would be an adjustment, but not as much as starting from scratch on a completely different engine.

But if "the charm" means having Kerbal characters in-game, "the modding community and former devs" do not own that.

They don't need to be Kerbals.  But Juno needs emotive astronauts and NPCs of some variety. Something to help immerse the player beyond the mechanical puzzle of getting to some spot in the system.

Edited by Skorj
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Posted (edited)
2 minutes ago, Skorj said:

They don't need to be Kerbals.  But Juno needs emotive astronauts and NPCs of some variety. Something to help immesre the player beyond the mechanical puzzle of getting to some spot in the system.

And some sort of better progression mechanisms to give the player something to strive for instead of just a sandbox with a tech tree.  IMO this is more important than the charm, but they will tend to go together to make a cohesive experience. 

Edited by MechBFP
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38 minutes ago, HebaruSan said:

But if "the charm" means having Kerbal characters in-game, "the modding community and former devs" do not own that.

Not kerbals as such, no. But the KSP IP that T2 owns doesn't really amount to much when you break it down. No one "owns" rocket games, and kerbals are essentially just minions painted green... They own the name and the brand, but I can't see anything stopping anyone from creating something similar.

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15 minutes ago, MechBFP said:

And some sort of better progression mechanisms to give the player something to strive for instead of just a sandbox with a tech tree.  IMO this is more important than the charm, but they will tend to go together to make a cohesive experience. 

Juno has a career mode now with a tech tree and missions/milestones (and an integrated tutorial mode that tells you what to click on).
The first decision is rockets vs wheels-and-wings, which some here might appreciate. I've been trying to find a path through the tree to SSTO spaceplanes, which has been interesting.

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3 hours ago, Skorj said:

Heck, it sounds like they might be open to adding mod support to the game itself, Factorio-style, if they could find someone to do it.

Juno has dedicated mod support with an in-game mod manager and developer made and supported Unity mod tools.

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11 hours ago, calabus2 said:

No. Quit hitching your bandwagon onto these kind of posts. You are simply getting played by marketing. 

An official collaboration is not likely since T2 owns the rights, but it's not far fetched to think some ex-Kerbal devs might be interested in working on Juno.  For all it's problems, KSP2 did a pretty good job on the art and characters, which is exactly what Juno is lacking in. 

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4 hours ago, Brofessional said:

An official collaboration is not likely since T2 owns the rights

Have you seen the navball and font in Juno? I think we want Take Two on literally the opposite side of the planet so they can't interfere, lol.

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4 hours ago, Meecrob said:

Have you seen the navball and font in Juno? I think we want Take Two on literally the opposite side of the planet so they can't interfere, lol.

I try not to blame the artists for the art direction.  While I was never a fan of the chosen art style for KSP2, IMO the artists did a fine job of delivering it.  Same for the procedural terrain generation: the results were not to my taste, but it was all well done.  Heck, even the Kerbal haircuts: silly thing to work on, but they look good.

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1 hour ago, Skorj said:

I try not to blame the artists for the art direction

Lol, that's why I blamed Take Two.:sticktongue: I don't wanna de-rail the thread, so I'll just say that one of the worst feelings in the world is being paid to do a job you know is substandard.

I'm new to Juno, so I'm still farting around in it, but I am impressed with the alternate solutions to problems when compared to KSP. Its almost like an Advanced Tweakables2. I haven't tried it yet, but they have a customizable solution to wobbly rockets, for example.

A hybrid of KSP and Juno would be interesting to try out. So therefore I think its impossible. Take Two would never do something fun, lol.
 

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Posted (edited)

I would really be excited to see the modding community of KSP take a serious interest in Juno.

I don't think they need any thing official from T2, or former IG devs.  For me, the KSP charm was in the vast library of mods.

 

If Juno could have an equivalent of the top 20 most popular KSP-1 mods, I think they would be a huge success.  That, plus adding More capability for their Droods (EVA repair, flags, survival, ladders, etc).  Exactly like they already did Parallax.

I already see great potential with how they handle their autopilot system with a very user friendly interface for scripting. So MechJeb2 already mostly done.
Also, Juno has a head start with procedural parts, more realistic engines and fuels. 

From what I understand, the Juno code base is much more stable and robust compared to KSP.  So I don't see any reason why it couldn't be an amazing game that runs with 100 mods without adding too much load time.

If the foundation is good, much can be built upon it.

Edited by Ker Ball One
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1 hour ago, Superfluous J said:

I already own Juno (Played it a lot less than I did KSP2) so anything that makes it more attractive to me will be welcome.

Out of reactions for today.  I completely agree!

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