Comments (2)
video.webm
comparison between current piston pushed and real
force should be even and not rotate
from valkyrien-skies-2.
Since a piston extends in 1 tick we have 3 physics ticks to emulate a moving piston.
We could also apply this to placing of colliding blocks etc, since its now overimpulsing the ships if we make it so that blocks don't pop in but scale out in 3 ticks it might make it quite smooth.
from valkyrien-skies-2.
Related Issues (20)
- Valkyrien Skies seems to be incompatible with SpoornPacks
- Server is shutting down HOT 9
- Random crash when opening Clockwork creative tab HOT 1
- Ships cannot be teleported into other dimensions
- Water flows are stronger with VS installed HOT 1
- [VS-Core Issue] shipObjectWorld.teleportPhysicsEntity doesn't scale phys entity after teleportation
- TFC compatibility mixin error
- Item Frames, Armor Stands, and Paintings are not interactable/unbreakable on assembled ships and break after moving for a bit.
- Compat issue with Create Big Cannons
- When I assemble a ship, the outside block faces turn transparent.
- Assembly possible on claimed blocks HOT 1
- 1.20.1 fabric/quilt crashes on start up if Nvidium is installed.
- Wings/Flaps Broken on 1.20.1
- Long loading time of the world
- Can shipify already shipified blocks HOT 2
- No boats anywhere with Eureka and VS2. VS2 error in console. HOT 1
- Compatibility with WaterFrames
- <title>Ship froxen once flying over 256 block hight, unable to move. Trying to save the ship build HOT 2
- CLOCKWORK initialization crash HOT 1
- Piston/Entity Physics Remain at Original Orientation
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from valkyrien-skies-2.