#Clockwork QnA
1 messages · Page 4 of 1
put speed through it, slows it down based on how much redstone power you put into it
ah
They do
If they dont then its a bug
@tidal kayak combustion engine drainage maybe is borked
yeah i was saying there is a bug
Ah
ah
Do combustion engines create SUs?
I need to find a way to kickstart a combustion engine using a hand crank, so it can be self-sustaining.
crank the pump that gives it fuel
They make 2048 su per
And you can chain them
Yes, you just hook it up to the pump, you can turn it off with a clutch between it and the pump
wait a second
what fuel does it take?
Frosting
Probably not the first to ask this, but does/will Clockwork have support for oceangoing ships?
Affirmative
Part two of that question: will something be added to Clockwork so that the holds of our ships will be dry without anyone getting a little soggy?
Oh goodie. Would this eventually lead to submarines?
Yes
Sweet!
You can already make submarines with ballast, you'll just need Create diving gear or something similar.
what blocks are light
does someone now why my flaps dont work
is there a list of light blocks
does someone now why my flaps dont work
you dont need to repeat yourself
sry
thx
Thats fixed
But because of division by zero nobody can see that it is on latest nightly
Will be fixed next nightly
whens that gonna be
between a couple hours and a couple days
the first and second nightly iirc
You can make a weight scale
3 tall dirt column with a debug hinge on the first block, the hinge has 2 arms coming out of the side, put a block on each side; whichever one goes down further is heavier. Place a block under the hinge to reset it before you weigh again.
or use a piston with a button if feeling fancy
How do I kickstart the combustion engine?
How do I tell if it's running? It should make a noise or play an animation.
There should also be a way to tell which direction it's facing.
Mainly casings and wood, if a block seems light it probably is
nah
wood is super heavy compared to cut tuff
by almost 600 percent iirc
Bruh
We need afterblazer tutorial cuz I’m so damn confused
My plane is light as hell
I’m using snow as most of it
And for some reason 8 afterblazer can’t even move it
Not an inch
It’s running just connect a shaft to the hole in the side
None of the shafts in clockwork blocks actually show yet
But they work nonetheless
Most of them…
I'd much rather wait for VS2 to make it so that I don't need diving gear
is there a way to fix ghost force appliers on the airship control?
hey, i was wondering if you could put blocks inside of a balloon and have it function still
can someone explain how reaction wheels work?
yes but it subtracts from the volume if its a full block
why does the command seat look like you can put a shaft in it but you can't
and does it work the same as a normal seat or does it do something special
you can! it takes rotational input from the bottom, and redirects them to the sides depending on what button you press
its not completely finished though, so none of the functions work
what are the functions?
multiply, rotate, and move
im guessing its gonna be like a sequenced gearshift where it multiplies outgoing rotation, moves to a specific angle, and moves gantry shafts the specified distance respectively
ah
dont listen to him, this is the correct answer
chair mitosis
they should make them not unmount you when you press shift
so you can mess with analog levers and handcranks while sat
would be nice
wym like
it already is
💀
question, why doesn't the combustion engine remove fuel from the fuel tanks? like it literally doesn't
it does
it just has a internal reseve
it does not
of 8 buckets
unless strawberry frosting is infinite
i flew my plane 10k blocks and my tank didn't drain a single bucket
(i used the second nightly)
just tested
yeah either it was in one of the patches and was fixed or never existed
it works fine on latest nightly
they do say every clockwork copy is personalized
anyway i'm gonna download the latest nightly because it seems to work way better and i can use reaction wheels
?
will downloading the new nightly destroy my existing contraptions?
is there anything broken in the latest nightly that i should know about
one thing i found is that propellor bearings, flap bearings and combustion engines completely stop working when you relog
for the combustion engine you have to kickstart it again and the flap and propellors have to be reassembled
soon™️
aight booting up in latest nightly
ok so items have textures now
and my plane is gone i think
nope, it just didn't render for the first like 20 seconds
it's 100% not draining the tank
fabric
fabric skissue
clip to prove
yeah fabric is just skissuing
fuck, i hope it's fixed tomorrow
or just play forge 
i'd have to make a new modpack
forge are being better for the clockwork?
instead i can just wait 24 hours and hope it's fixed in the next nightly
i was using fabric, and the second realease was good
yes, fuel doesn't work on fabric

aa, understanable
i'm gonna add some thing that explodes the plane if it crashes
i thought they didnt work?
no it works great
the shafts just dont render
which is just create flywheel coping
will be fixed later, not a high priority to fix the weird rendering
huh. alright
its been working since back in the tester days
what has?
command seat
i know but like, the only thing it does rn is be a rotation redirectioner right?
No, it's got full capability
what does it do
It's like a combination of linked controller and sequenced gearshift. If you shift-click it, it'll open a GUI where you can configure different actions to occur when you press wasd or space. Give it constant power from the bottom, and sit in the seat to use the controls
5 sidse
The top pad performs an action when there's no input to the selected side. The other four allow you to set up controls for each output shaft
Space is the center of the d-pad
when could we expect a 1.18.2 release of clockwork
in -2 days
💀
It's in 1.18.2 already 💀
where?
thank you
Np
i know but what does it do
uhhh reaction wheels are not fixed
me when
dirt bad
bro became a little fancy
sm64?
probably too heavy
sadly
i hoped we would be able to actually armour our aircraft
Hello, I have a question. Does the create flywheel do anything as of now when mounted on a vessel?
optimal
how do i make a baloon airship?
Will different tank filling percentages affect the weight in the future?
you are literally playing on a prealpha dev build
of course it sucks
Yeah Ik
I said until it’s fixed -_-
I am a dev too you know?
Ik the process
How does the ballooner work, can anyone show me?
#clockwork-bloopers message
Yeah, but I need to have a video, because i dont understand, i have already tried
uh how do i use the reaction wheels
What usage of intake?
If I get it right when you spen them, they spin your ship
but they dont work
Not sure, don't check, but a think It will be like whis
What do you mean?
it wont connect to anything its broken
It not connect only in visual part
Also try to do something on the 1.2 clockwork, maybe fixed, can't check right now, not at home
They can be used to create girodins
I think
Or how it calls
It calls like a "Control moment gyroscope" At America
Or something like whis
wait i think potato changed ballooners, my airship now goes up and down until it settles at a specific height, before it was just up x80
omg the propellers are so fast
they definitely have changed
RCS
Reaction Control System
For rotating space stations and stuff
uhh i found a bug
Good
when you open a chest on an aircraft it opens then closes real quick then it wont play animations ever again
Thats a new one
That might be more of a vs2 issue tho
Rather than clockwork
poop
uhh the ffx on the physics infuser does not work
What does not work
the ring effect
Hmmm
it just not shows up
@tidal kayak your effects forgor for the 69th time
he forgor?
For some reason any time I log back into a world that had clockwork stuff in it it crashes my game
are you on forge or fabric?
can wings be used on flap bearings?
I think yes but not recommend, also I noticed what armored plane from one dude use flaps instead of wings, not sure why
also just a new glitch i think but breaking flap bearings deletes all attached stuff
High reccomened if you do not care about physics
so I've been told that the physics infuser just "breaks sometimes" how do I fix that? (https://discord.com/channels/244934352092397568/1101472074419154964)
plus how the frickity frack do i rotate vertical flap bearings left and right
(when placing them)
Wym
It more because how flap bearing work
Its a bug
like vertical flap bearings can only face one way
Oh, yeah that’s just visual
(east,west)
Does not affect usage
wym
😐
looks kinda ugly no cap tho
Really? Don't know
Rotation is rotation
If you spin a cube from one side and spin it the same dir and amount on another side on the same axis, its the same rotation
It does not magically change
still looks ugly tho def a future feature
How do you use ballooners?
#clockwork-bloopers
Oh, thanks
They actually do if you mess with Flywheel but it brings other issues so don't do that
yeah but im dumb so i dont know how to mess with mods
Lol
camber?
Camber means an angle of attack
Wings without camber won’t pull up by default but also won’t produce lift if perfectly horizontal
Think of it like always having the wing at a 10* angle
They are they’re just too strong for a ship that has essentially null weight
That ship has no blocks other than ones with default weight values
i cant seem to get reaction wheels to hook up to shafts
When you get good at plane building and flying you don’t wanna use wings anymroe
Flaps are better for high speed craft
The shaft just doesn’t render due to a lack of instancing setup

but it dont spin 
Well, I get a idea, but I need a ask you
If I put wing on a flap bearing, can I make wing lift force reduced to zero?
I mean, wings plane a maybe kinda worse to control when a plane what have flaps instead of wings
Is there planned support for KubeJS to change things like fuel for the ballooner?
Uh
Wdym
nevermind
Flaps >>> Wings but flaps are harder to use
Wings are the handholdy solution
@tacit kayak can confirm
gonna check what i mean by myself
yeah, his armor plane use flaps instead of wings
why cannon star spining again? wtf
how to use the reactionwheels?
oh, flap bearings? it broken again? i hope not
I feel like my plane was slower than it should have been
Maybe it's better with the new version but I'm in class so i can't check
you are in class and on the discord?
how could you
We didn't start yet tho it was time to start
I do this all the time i am rn?
I do it every day
How do you think im so active here
Will clockwork ever come to 1.19?
Sadge
Its pretty low on priority list

Same
i'd like to know where yall draw the line between reporting bugs and complaining that an unfinished dev version of the mod isn't working
The tone
If i say “stupid shitty clockwork is broken YET AGAIN because X” then thats complaining
If i say “ive been having an issue with X, has anyone else been experiencing it” would be bug report
In reply to your deleted message, some people do say that
Ive seen similar tone in messages about clockwork bugs before
i know just for a second i forgot how terrible this world is
what a blissful ignorant second it was
Lmfao
first thing will there ever be a way to make proper rudders for ships?
second thing water and air blocks don't seem to contribute to buoyancy, will they ever do ?
idk if it's clockwork or valkyrien skies or other mods but on multiplayer you sometimes can't interact with physic blocks
like you can walk through them, you can't place on them nor break them
Already a thing?
nope
flaps do not work
i mean sea ships
not airships
What's the difference between flaps and wings?
Math
Flap does not provide lift unless tilted
Causing less drag
what periferals are there and what are the functions
why doesn't it work for rudders?
is it becouse its in water?
so is there a way to prevent gearboxes from breaking when you use the psychics infuser
My airplane has enormous lag and i cant stop it, it just stops in mid air and does nothing for 10 min.
and it just tilts to the side for no reason, the point of gravity is literally in the middle
could you then rename the wings and flaps to just "cambered wings" and "wings"
for less confusion as to what the parts do
is there air resistance? and if yes, is it linear or not with respect to velocity?
That would cause far more confusion
There is no general air resistance atm
Working on that
?
Is putting clockwork bugs I've found in the support forum the most convenient thing for potato to see them?
its better then spam pinging or just not reporting
and is more organized
so id say, ye thats the best thing to do
i think you could just put the sails under water and spin them like normal
We need clockwork bugs forum
You have no input rotation
what about it
use pipes, pumps and tanks to give it a fuel( fluids from clockwork)
do wool work as baloon
Will Clockwork have any chance of being backported to 1.16.5?
very unlikely
second plane progress
yes, but it may be broken right now, but i forgor
oh ok
Do you have kotlin for forge? (If you are on forge)
is there a list for blocks and how heavy they are?
yes
where
Are stickers working in the current build or no?
Yep
is the other players not displaying correctly on airplanes or airbaloons a glitch?
Isn't CBC meant to be compatible with CW? Forge throws a "failed to load" error when I run CBC and the VS alpha simultaneously
download the cbc nightly
np
summary of vs server
Delete optifine, maybe can help
bro what you can just click on the physics infuser twice and it skips the whole animation and you just get the physics, ay i aint complaining 🫡
also pipes disconnect from afterblazer once somthn is placed next to it but i imagine this bug is already acknowledged
for now, use copper casing on the pipe to lock it in position
smart
im not sure the physhics infuser thing is a bug, i think its a feature since it does get kinda annoying
which update will come first, land or sea?
Are Ponder scenes planned?
how will you transfer rotation between the ship and the physics bearing?
When I try to reload a world the game crashes. Has anyone ran into similar issues?
happened to me too
universal joint
#1081652206375288862
Oh btw the gravytone is broken for me, is this a known issue in the 1.2 patch?
i'm guessing yeah just sayin' if maybe it's just me
Works fine for me. You don't click and hold to use it, you toggle it on or off
Hm... strange
Combustion engines re-starting automatically after being refueled is a bug, right? Considering they need to be spun manually the first time?
frosting
I dont think they need to be spun manually unless i missed something
Lava is not combustible, its flaming rock
thanks but we're kinda past that part
i just managed to move all the controls into the cockpit
pog
altho the fueltank runs out super fast
and the engine start is more reliable than the older versions
If the system is stationary then new engines won't start until rotated by the system. Engines that have already spun will automatically resume rotating. It's a bug one way or another, but I like the idea of needing to start the engine again if it runs out of fuel, like irl
How to change the altitude of a blimp?
doesn't it need to be aligned at least marginally?
like things on the physics bearing will spin obviously
I assume the universal joint is just going to clip through solid objects and extend/retract a decent amount to get around the physics bearing
(Edited to fix an antecedent anomaly)
Could be wrong tho
What
Thats not a bearing
That sounds like a piston
And physics bearing will have full collisions
Lol
How to go down?
What mod compatibilities (both in and out of VS) will Clockwork have? (Outside of Create ofc)
Prob only with other create addons
The rest sounds like vs2’s job
I ask mostly bc of like/ would clockwork work alongside eureka?
Bc I think I remember seeing an old vid or whatever where the 2 worked
Can’t remember 100% doe
Yea I believe it was in a old video of Rango’s
yes it would
Does that also mean clockwork could make cbc work against eureka?
If not now, eventually maybe
A main issue I’ve seen is just like- cbc and create not working that well with eureka so that’s why I ask if clockwork could remedy that
Oh also when i stuck the fuel out of an engine and it stops, when i try to restart it the same way i first started it, it keeps stalling
like starts then stops instantly and no matter how much i pump into it it never actually starts itself
Potato, can you give some advice on how to texture models in the style of create/clockwork?
I don't have it only sodium
I mean, If you don't already have an up/down mechanism, you might as well just attach netherite blocks until it is heavy enough to sink down. Or see if you can power a propeller enough to overpower the balloons, and thrust it down.
do the portable fluid and item interfaces work?
between ship and non ship
and ship and ship?
no
dw tho, custom solutions will be provided
for example, the universal joint for transfering rpm
oh ok
having alot of trouble getting altitude stabilization with ballooners, dont know what im doing wrong
nvermind I just realized that +rpm and -rpm is how altitude is adjusted , Nobody specified that in the tutorials. very important detail
Im still having the same problem. it doesnt matter if try and reverse a motor with gearshift or using a command chair, as soon as the hot air starts to fill and the airship begins to lift, theres no stopping it unless you completely disconnect a motor. can anyone else verify this issue?
yes
#clockwork-devlog
You forgot create
Hello. I had been running into a bug, leading to the game crashing whenever I use gravitron on a plane with CBC autocannons and accidentally push it into the ground.
after the bug happens, the game doesn't load back, because "create failed to load properly"
My plane just slows down mid-air and the flaps stop having any effect, can I report this bug and where?
it doesnt matter if you put in +rpm or -rpm, what matters is the absolute value. slow down the rotation, you lose some hot air, you fall down until your new equilibrium point
is it would be possible to create all types of frosting on the ship?
Hey guys, anybody know why one of the 2 propellers on our ship is speeding out of control when we turn it on? The other one is fine but the one on the left goes mach 10 and we cant even stop it with the clutch. We have to right clicking the propeller bearing. Already almost lost the ship once cuz of this lol.
Are you sure it is not because you lose momentum in some kind of maneuver?
say that to my 0.4 rpm that stayed at y300 indefinitely
I just fly in a straight line and it just slows down while my propeller is still rotating
which one should i use, forge or fabric version?
just take create’s style
and sprinkle in some purple
18.2
One question, how can I use afterburners?
what ver of create?
question, how to get rid of bluperglue?
if you are unable to click on it to remove it you can run /kill @e[type=vs_clockwork:bluper] or something like that
pretty much just get up to the vs_clockwork part and it should be easily recognizable which entity to select
that command will kill any bluper glue in the world that is loaded
i fixed it
how do afterburners work
they take frosting and redstone\
i made small guide map for clockwork
#1102258601172684830 message
will the physics bearing allow turrets?
better question, will the physics bearing allow for robotic arms?
It will allow for whatever you can design
still the question remains
how will transfer rotation between the things attached to the bearing and the rest of the ship
universal joint
yes
wait
how do we even rotate a turret for example if the joint has a fixed position
literally what i said
can you dissasemble ships?
also I assembled a ship and for some reason, the afterblazers arent working on it, it seems
even after putting like 6 of them, it doesnt move
even doe I have them fueled properly
and they work on another, smaller contraption
wait nvm I think i found out why-
what materials are considered light in Clockwork?
Same stuff as vs2
Id reccomend cut tuff
No
Wool is heavier
Cut tuff has no assigned weight so its only 100
also im not familiar with the weight values of blocks, is there a list for em online or?-
Check the jar
Of vs2
how do i do that
Wait uh
So I did what you said with the cut tuff and now my plane won’t stop spinning
To the right
Or like
Just rotating
Even though any engines it might have are pointed towards the back/front
you probably messed up the balancing
hmmm i wonder why potato used normal glue instead of bluperglue with the phys bearing, 
also just saying im not sure if its just me but the fabric version of clockwork's physics infuser doesn't zappy wappy & such
I’ve had that issue with forge
Probably either an optimization mod or something broke
how can i make an heavy ship float
air blocks don't seem to contribute to buoyancy
archimedes principle got ignored
Bluper is only for ship assembly, not physic contraptions
weird
because the bearing makes the blocks a physics contraption
But thats a “contraption” and is a ship constrained to the world / ship as a sub-ship
oh ok srry for being dumb
i think you're just happy
what nooo
no way piza tower

It intake afterblazer out to
Yes
how do I find the nightlies
it'd be cool if the orb in the centre of the physics bearing changed the direction of its spin based on the input rotation (if the shaft rotates clockwise the orb rotates clockwise).
is there a way to manage balloon's climb rate and stabilize it ? cause when i inflate them , my ship just keep going up and down no matter the speed i'm giving it
@untold venture There isn't, the current block weight sensitivity is overtuned. There's a good workaround I've found though for the time being though. Use the eureka ship helm as a form of gyroscopic stabilization. To make it feel more gyroscopy, go into the mod configuration for eureka and find the ship stabilization speed and torque. Should be 15. Set them both to 2.5. Then slap a eureka ship helm on your ship and use propellers or
afterburners instead of hot air for the time being. The physics will then be much more forgiving and easier to stabilize.
-and to note you don't need to steer the ship with the helm. just having the helm as a makeshift gyroscope tucked away somewhere works. You can use a redstone link controller or command seat to control the directions of your ship as you normally would.
thanks a lot i'll try that !
Np
will there ever be ponders for the items because i have no clue how some stuff work
@humble badge made ponders
how can i see them
how do i use physics thingy block?
do i have to use sumthin on it to make physics inject?
Yes
nvm figured it out
Bluper Glue
Where did clockwork nightlies go?
#clockwork-devlog
Discord moment
1.19.4 clockworks when 
@tidal kayak
im already building a modpack around it lol
wish there will be tiered versions of some stuff in clockworks, more efficient, lighter, more blast resistant etc
wanna make sky pirate stuff 
is air thinning planned?
to make ballons bouyancy drop off, as well as rotors, the afterburner could also then perform more efficently the higher it is as long as its not too high to stall from lack of oxygen
Thats all a thing
Well except for the air starve thing
Propellers and balloons have falloff
And afterblazer has reverse falloff
So more power the higher you go, to a certain limit
well the afterblazer has an air intake
so it would be obvious that you will run out of oxidizer
shaping the flame could also be a cool indicator
inwards facing diamond = to high pressure (altitude too low)
heavily outwards facing cone + darksmoke = low pressure (altitude way too high)
chad
usually afterburners regulate propellant supply to prevent dark smoke, would be fun to let the user regulate to make it interesting
chad hardscifi(?) fan
no, im building rockets as a hobby lol
I'm pretty sure the Afterblazer is a pulse jet, though.
and a homemade fusor
yea its not technically an afterburner
its just a jet
but i want an afterburner 
And I'm over here having played a bunch of CoaDE and KSP, and binging https://projectrho.com
my hobbys are all over the place and are generally really really expensive
Its a afterblazer 🤓
my lab is mainly electronics, but i have an airtight, fridged server rack with a bunch of industrial equipment. 10G sfp+ fiber to my main pc and storage server, i have a tiny biochem setup but i wanna get an actual laminar hud for it next to my fume hud for my chem stuff
and the one odd ball in there would be the fusor im working on a normal electrostatic fusor so nothing too fancy and honstly the only thing in my budges anyways, i wanted to make a toroidal one at first because i got some YBCO spools but just crunching the number of the magnetic density i would need + the cooling + the vacuum chamber shape and size uhhh yea not gonna happen
electronics stuff my big project rn is full body vr tracking rig with mixed sensors + a vr headset with custom optics and eye tracking with custom molded PMMA lenses
and i wanna buy some astrophotography stuff but that is out of my budget rn lol
equatorial mount, refractor scope, monochromatic wideband ccd sensor, filterwheel, guidescope + cam will set me back around 6k 
so the controll seat keeps crashing me, is this a known issue or am i doing something wrong as far as mods?
yeah baby ❤️
if you cant wiat
#general message
when magnets
Dunno if this is already planned, but ropes?
ones where you can attach a magnet to the end or something and make it stick onto a block to act as an anchor, but the magnet can be disable to undock
vs bodies
The sticker block from create can already stick and unstick to stuff on vs ships
I meant a block in the world, and I was actually mainly asking about the ropes
ah
make an anchor vs ship thats stuck in the ground?
attach a sticker to it
let it dock
what is physics bearing locked mode?
when clockwork relase
how do i craft the clockwork items like physics infuser?
Your trolling right?
No recipes yet
i think he means when the 1.0 releaes
Give this project a bit of time and we will have most gmod toolgun components in minecraft 
Combining my 2 most played games
too powerfull
How much su is the combustion engine supposed to produce with strawberry frosting?
do you need valkyrien computers for computercraft to work with clockwork?
yes
What do you want to do with is
oh idk
If you just want do make simple programs you don't need it
just mess around ig
no
If you want to use wireless stuff yes
I was just asking if they will work on ships by default
the peripherals are built in
no
ah ok
thats mixined to vs2
Ah
thanks
That cool
valk computers is ONLY what it looks like it is
which is new peripherals and methods of control
underlying issues were just PRed directly to vs2
I thought it added modem compat
vs2
Cool
PR moment
why do ships keep spinning without any way to move lmao
quick question, is the create compat part of the current vs betas from clockwork nightlies, or do we need both the clockwork and vs betas installed for the compat until the full release of clockwork 1.0
the compat is currently all within the clockwork mod itself
well i mean the new compat
not the pre existing bare bones practically non functional because of create updates compat that already existed
look at my profile
look at the game i am playing
and the duration
you say while seemingly not playing anything /joking
GARRYS MOD JUMPSCARE
shit it broke
it said garrys mod for 1 day
almost 2
Quick question, is the weight of blocks determined by their types (stone, wood, etc...) or something else?
i think type but thats not a clockwork question thats a VS question
Manually defined. You're able to add your own via datapack
good point
I kinda wish the center of mass thing was visible through blocks
yeah
I think it'd be cool if Redstone output increased the closer an object was to that side of the sonar block. Then a Display Link on the bottom or top could display the distance of the closest object
can you make ornithopters
what tf is an ornithopter

I’m not sure the drag equation works like that
Only one way to find out really
Where can I download the public version of clockwork?
You can download the Clockwork Pre-Alpha from here:
https://discord.com/channels/244934352092397568/1100497495450210384.
#clockwork-🕛 message
it could create a redstone link signal from the position of the detected ship
What game version is clockwork for?
Other than kotlin what other mods does it require?
vs, vs: clockwork, create
Is VS: clockwork the mod in the clockwork-nightlies channel or something else?
yep
Thanks a ton!
Does Clockwork require the newest version of VS that is on forge or a different version?
https://cdn.discordapp.com/attachments/1100497495450210384/1101264455913984110/Clockwork_Forge_Pre-Alpha_Patch_1.2.jar
https://www.curseforge.com/minecraft/mc-mods/valkyrien-skies/download/4514902
https://www.curseforge.com/minecraft/mc-mods/create/download/4371807
https://www.curseforge.com/minecraft/mc-mods/kotlin-for-forge/download/4513187
My anti-virus (avast) isn't allowing me to download clockwork as it thinks it's dangerous. How can I get around that?
You can download the Clockwork Pre-Alpha from here:
https://discord.com/channels/244934352092397568/1100497495450210384.
The bot helped alot
Don't download it, you'll get scammed and have this bank card stolen, and the physics in minecraft is written to cover it up.
||Just delete it turn it off.||
Because it is a link to a potentially executable file (*.jar/*.exe/etc.) from an open/untrusted source. It says nothing about the contents of the file, just ignore it.
If you cant download It from normal discord try using one from chrome
The website version
For me chrome always works
Right. I've tried turning Avast off, but it still won't do it. NVM, finally got it to work. Thanks a ton!
Final question: which version of VS and create does clockwork need?
Newest ones
Helicopter but flappy flappy
Oh yeah sometimes that happens you just need to go to robuxfreerobux.com and click everything and eventually it’ll automatically install clockwork to minecraft
Bro drills already work
Why would potato make vs2 block that only works on ground
All of that.
Dune be like
How do pullys currently work on an airship?
How do I make clockwork compatible with Create Big Cannons?
get the latest cbc nightly
where?
on the cbc discord
Where can I find an invite link ?
pinned in clockwork
How do I make guns from the create big cannons mod work on a ship made with the physics cube in clockwork?
anyone know why i cant grab the contraption with the gravitron?
Do you have two gravitrons in ur inv?
no, also, quick note, toggling a propeller block in rapid succesion causes any craft to go flying
Believe it or not, they were actually built and tested a few times pre-wright brothers, even as early as the 1600s iirc.
Never flew more than a few metres, though.
And never flew manned.
very interesting
have you considered making one in vs?
and actually, an ornithopter is a pretty obvious design cause birds do it
but it's not particularly easy to control if you're not a bird
i assume
That, and birds don't really scale up to man-size very well. Not only was the engineering of the wingbeat pattern incredibly difficult and prone to malfunction, but flapping flight was stupidly inefficient on fuel, and, since this was when planes were wooden with canvas wrapping, the wings often broke from the stress. We did, however, find out that the larger the ornithopter is, the slower it needs to flap to generate the same lift and thrust, due to increased wing area.
IIRC the Dune books' ornithopters were just jet airplanes that had mega-variable geometry wings.
man shaped mechs arent particularly easy to make move like people do
because they arent people
latest nightly was like a week ago is everything ok?
physics bearing lore
ye but cooler
aeronautics is gay
I mean you can’t transfer rotational force to the subcontraption as far as I know
This one
You could always just not be a prick
#1103363385350946887
I think you sent me the wrong one
This one?
Yeah but the aeronautics one can have rotation transferred through it standalone
Thats just feature creep

Sometimes you wanna transfer rotation but not speen
And sometimes u wanna speen and not transfer rotation
Also the universal joint is not super rigid like a bearing would be
How would the freespin fail at either of these things
Ok heres something i bet freespin cant do that universal will be able to do
Attaching and detaching between ships
Explain
Since subships are just other ships attached to each other you can connect and disconnect it freely, and the universal joint could be attached and unattached
For example, allowing starting your planes engine off the mechanical power of your base
I mean aero has something called the docking connector idk if that’s gonna have rotational force transfer
Interesting
e what version of cbc do i gotta use for it to work, the newest nightly doesn't work
im so proud of aeronautics for coming out!
fake
aeronautics cant come out
lmao
Complain more and il give you something to complain about, me removing your spleen
femur breaker
Will clockwork be able to get the mass of blocks that are on a create contraption?
it doesnt
bro said bob
idk if this is a bug or not but glued sections cannot be destroyed if they intersect with a VS body's hit-box
i was
is there any way to transfer rotation to a physics bearing contraption?
I dont think It is a thing now but maybe in future
theres gonna be like a universal joint thing that lets you transfer rotation between contraptions
propeller inversion doesnt work @tidal kayak
I think he meant to transfer rotation to a spinning contraption not a little bit angled
it inverts force
not
spin direction
that is the point
Both
Both work with the universal joint
What do you think about physical train bogeys?
physics train bogeys you mean?
theres a mod called create:steam n' rails thats gonna do that with aeronautics when it comes out but it wont be compatible with vs addons then
Yes but there was an idea (and i Hope It will happen) of vs trains
I mean create trains but with vs2 physics
Wait universal joint will transfer rotation but It wont spin blocks by itself
Right?
Beacuse if yes then this is wrong
This
But if It can move block It will be able
Coz the middle block is occupied by bearing
Or am is stupid
99 percecnt sure simulated vs bogie will be a thing
it just needs like a beizer curve constraint or something from Krunch iirc
What alpha are the physics bearings in?
1.3a
How can I make good 3x3 wheels? I need the most compact wheels in Clockwork possible in order to make an ultra light recon vehicle.
This is what I have so far.
Level of detail or LOD will fix that when it releases. It allows the physics engines to account for slabs stairs etc etc
is there any way to turn off bearings at the moment or no?
I made a artillery system with the physic bearings
also is there any plans for stuff like less friction for ice etc
Ye that will come with LOD update to Krunch
Locked mode is planned
i mean can you make the bearing automatically disconnect
also lemme guess, date = future
Somebody gets the memo
My stirling engine keeps spinning after I cut of the strawberry frosting supply, is it meant to be that way?
it has a buffer of 8 buckets
does clockwork work on 1.19.2?
no
no(t yet)
it'd be cool if you could use the physics bearing along with some heavy blocks as a larger reaction wheel
pretty sure u can
oh okay
What does the reaction wheel do?
If you rotate it on a ship, the ship rotates the opposite way
Also is there a way to know the mass for each block?
I know netherite is the heaviest (probably) but that's it
whats the github my discord doesnt let me download files from this
github is closed source
you have to get it from this discord
Ye its fine i fixed it
Okay what the heck is happening here? (It's a Mekanism laser beam on a phys bearing)
i dont know, but its... mesmerizing
And... laggy
I suppose
I was trying to see if i could make a death ray obliterating everything a ~64 block radius
Holy shit really?
Is there a cap on thrust provided by a propeller bearing, or does it grow infinitely with the more sails you add?
i think each sail adds thrust proportional to its distance from rhe bearing with no falloff or reasonably achievable cap but dont quote me on this
Hate to be that goofy goober but what does Phys bearing locked mode do?
Propellers have falloff
They dont work well at super high altitudes (like above clouds after certain height)
when will clockwork have crafting recipies
When its released
when will these things be crafted?
when will the full cwork mod releas?
Be patient we would not get clockwork if potato decided to release It after LOD update
What’s this LOD update?
where do I download clockwork?
there was a video saying go to clockwork nightlies but I don't see that
#clockwork-devlog
thanks. Also what version is it for?
1.18.2
Something about a death ray powered by frosting doesn’t sit right wit me
How do I change the direction of a propeller bearing?
What's the current bottleneck to using schematics on pre-assembled ships? Would speed up workflow and productively soooo much.
Mixins
What's that?
its where another mod forcibly overides stuff in a mod and modifies stuff
Oh okay, ty for info
Hey why do the phys bearings sometimes spin backwards? Is it a feature for vehicles? Or a bug?
will the physics bearing cause stress? it'd make sense if the amount of stress it caused was based on the weight of the thing it rotated
Also can I delete a vs body with commands?
nvm I found what is was
Also don't put locked physics bearings on each other
is there any plans for afterblazer particles?
Fabric fluids just forgor how to get used and so fuel consumption was non existent
i was thinking something was wrong with the efficiency of these vehicles
whats the physic bearing's lock mode gonna be?
Its added already
Lets u lock the bearing so it wont like fall to gravity and stuff
Oh, the last time I tested it it didn't seem to work, what am I doing wrong?
Was fixed in newest nightly iirc
okay
Could you add a special kind of bearing or a bearing mode that lets your rotate the thing without physics?
So you can make artillery systems and cannons and that sort of stuff
Fixed mode
huh?
Its a setting using the wrench
same issue
what does the reaction wheel do
#1074554543527956510 message
oh
Something about newton's third law idk
Is there a fix planned for stopping stuff on physics bearings from falling off when you relog?
@tidal kayak can you fix this huge issue?
send your ship to orbit
true
Anyone gonna fix this issue?
Use the correct vs2 version
The one from clockwork nightlies
They fall off?
Since when
Okay!
Since just now when I relogged after restarting Minecraft.
I'm using clockwork version 1.3c, should I use the valkyrien skies mod version included in 1.3b?
Are physic bearings still under development?
try deleting the flywheel config file
okay
if a plane have the noose that go up a lot ( like it climb if i don't touch anything) what's the thing to do to balance it. ?
weight at tip
when lod actually comes are things like rudders for sea ships going to be possible?
what's the block weight please ?
a) is there drag from propeller sails or wings when not flying at an angle?
b) is that drag directly proportional to speed or is there some other relation?
wings have linear drag
aren't flaps literally rudders?
just place them below your ship
can’t you just use a propeller?
they don't work
Actually just reverse one
Makes the equiv of tank steering
try it yourself
the mod is about physics something like a rudder is bread and water