Hi! Regarding the physics freezing when trying to pass through unloaded chunks: I know that the physics for a specific ship freezes if it tries to pass through unloaded chunks, but it rarely freezes in loaded chunks.
Specifically, there's nothing in the "datapacks" folder.
In "CreateTankDefenses v0.80.jar", the mass of armor blocks has been increased. In vs_addition_server.json (vs_addition-1.20.1-0.0.10+c18766761d.jar), "defaultBlockMass": 900.0 is set. In vs_eureka_server.json, there are changes that disable any ship physics stabilization with the helm and controls. Otherwise, everything is default.
Regarding the wings: it seems like at a slight wing tilt, it doesn't create enough drag, but at the same time it generates more lift than needed. At a large wing tilt, it creates sufficient drag and the ship quickly brakes in the air. Without changing the wing angle, keeping it perfectly horizontal on a straight wing without accelerating, the ship slowly brakes in the air. Even when accelerating, it can't exceed 100 meters per second without tilting the wing—possibly a VS2 speed limit? There is a suspicion that with a slight wing tilt, air resistance disappears, and with it, speed limitations disappear, while lift is generated. (I measure speed with a display_link block installed on the ship_helm and output the speed to a sign.)
There's also an issue when entering the world: ships jump for the first 5-10 seconds, especially those with wheels or tracks from truckwork, but even without them. Sometimes they can jump so hard that they fly out of visibility range, but that's very rare.
Also, the ship can start jumping if you load it after it was previously unloaded.