ValkyrienSkies / Valkyrien-Skies

Moving structures powered by a custom multi-threaded physics engine; in Minecraft.
https://valkyrienskies.org/
Apache License 2.0
161 stars 39 forks source link

it's bugged cap'n -- a documentary (1.12.2) #522

Open mewj opened 2 years ago

mewj commented 2 years ago

Valkyrien Skies Version- 1.1.7 Valkyrien Skies World Version- 1.0.0 Valkyrien Skies Control Version- 1.1.1 Forge Version- 14.23.5.2860 Launcher- MultiMC No other mods in the initial test, only changes to the settings were FOV to 90, max FPS to 220, and Vsync disabled.

Here's a video :-) https://streamable.com/01ivgl

Here's what I discovered if you don't feel like watching:

*The Valkyrien Compressor seems to be the only item from vs control that actually works as intended

*The rudder doesn't work at all (known issue, not surprising), however, post-recording, I noticed that, with the front propeller running, the ship pulled a little bit to the right when moving forward-- this is expected, because the propeller wasn't centered, however I noticed that while moving the rudder in any direction, the ship would go in a straight line for a short distance, before pulling to the right again. I was also able to fanaggle it into moving slightly left for a few seconds.

*When the propellers are oriented north or south, they function kind of as intended, except for the fact that the speed telegraph appears to be mislabeled, with the "slow" setting being the fastest and the "fast" setting being the slowest. Additionally, while I was setting up this video, the propeller in the video that would be facing south would not change to moving astern, and would only stop and slow down as I changed settings. Somehow, along the process of setting up the ship, this was resolved.

*The propellers will not animate if there are too many of them(?). In the video the propeller on the back doesn't animate despite the ship moving forward, until I break a propeller on the side, after which it animates properly.

*Disassembling a ship will cause you to fall through one block, which can easily cause you to fall to your death if you're high up.

*When fluids like water are placed on a ship while it is assembled, the fluid will remain on the ship and even move with it, even when it is flowing. An odd effect I noticed on a superflat world was, if water was placed off the side of an assembled ship with physics enabled, the water would flow down to the ground and bore a hole right through the bedrock. When a ship is disassembled and reassembled the fluid will lose alignment with the ship and get left behind.

*The vanilla redstone functions work as intended, however there were some minor rendering issues where redstone would appear powered when it wasn't until it was updated. Additionally, the redstone paste mod also has some strange interactions with airships. Sometimes the paste won't render until it is updated by powering it or by placing a block near it. Especially unusually, some units of the redstone paste will be destroyed when assembling a ship, but some will remain. The blocks which remain and which are destroyed appear to be consistent over multiple assemblies and disassemblies. The redstone still functioned properly and would power blocks on the airship.

*Minecarts aren't aligned properly on airships, as is stated in the warning in the configuration file, however they seem to function properly.

*Propellers oriented east or west work(?) maybe(?). In the video activating them does indeed push the ship in a direction, however the speed telegraph, the propeller, and the engine it's all connected to don't animate, the gear on the gearbox animates, but nothing else.

*Post-recording, I found I was able to destroy the physics infuser while the ship remained completely intact. I can't tell if this is intended or not or if it has any side effects. It can be placed back down and the ship can be disassembled without any issues.

Although most of the problems with controls can circumvented by using the little rinky dink engines, it would be nice to see a fix for these issues for vs1 so that we can at least get our only half-broken mess of a mod with cool airships, rather than a completely non-functional mess. This mod is something special and I haven't seen anything like it since I was a stupid kid watching the Yogscast review the metaworlds mod way back in 2014. The sheer amount of compatibility with other mods is something out of a dream where everything just comes together and (mostly) works.