Showing posts with label travel. Show all posts
Showing posts with label travel. Show all posts

Thursday, February 28, 2019

A New Intercontinental Route for Pod Riders


By Klaus Bereznyak

In an exciting announcement last week, Yavanna Llanfair announced to the Pod Rider's Group that a new pod route was being trialed between the Corfeld pod station on Corsica and the DeMorgan pod station on Gaeta V.

Yavanna said, "At the moment, the pod is running in the Route Maintenance livery, as this route is a long way from completion! It will remain on-demand only unless we can get LL to change parcel flags in the channel between continents."

Any extension to the network of yavascript pod tours, created and maintained by Yavanna, is great news for mainland explorers in Second Life. That this one rides across and between two continents is particular cause for celebration. The route passes through some fascinating areas with much to see and, of course, includes a tranquil boat ride through open waters.

The tour currently runs only in one direction, starting at Corfeld, and taking in part of the Circuit de Corse, Corsica's famous, island-wide racetrack.


Speed can be adjusted by pressing the [Page Up] or [Page Down] keys. My preference is to go at about 40% speed, which gives time for the scenery to rez and be enjoyed. At this pace the whole trip took about an hour and a half.


Shortly after departing Corfeld, the tour passes through Laika's Village and wild animals can be seen in enclosures on both sides of the road. A long slope then leads to a shopping complex in Brendon, where the skyline is dominated by an enormous GRAM robot.


On the bridge at Fisher's Rest, the pod turns into a boat and this was the only point on the route where a little jump was experienced, presumably to get round a local obstacle. Apart from that there was really no sense that the tour was in beta.

With environment set to local default, however, throughout the route it was obvious that the introduction of EEP (the Environmental Enhancement Project, which gives region and parcel owners more control over windlight settings) has given rise to inconsistencies in the time of day from sim to sim, and this messes with the natural immersiveness of mainland travel.


The next leg of the journey is a lovely ride out into the bay and between the headlands at Jemmica. There are views of the seaboard communities that are rarely glimpsed except by sailors.


The lighthouse at Debelox is virtually the last glimpse of Corsican mainland before open waters are reached.


The western coast of Gaeta V comes into sight after a short crossing, but the pod skirts north and follows it for a bit, eventually coming in to a narrow channel at Zeord. This is actually an open water canal segment of Route 7, served by various docks maintained by LDPW. Waterside residences crowd the shores of the channel up to Sunspiral Rez Zone, where the pod turns into a road vehicle again and continues on Route 7.


There's not a lot of abandoned land on this side of Gaeta, but plenty of evidence of ongoing development in the characteristically chaotic style of Second Life Mainland.


Traffic cones narrowing the road around Putnam suggest that LDPW is also active in the area  as well as signaling the approach of the end of the tour in DeMorgan.


On alighting at the Yavascript Pod Station in Demorgan you are right alongside an intriguing, brand new citadel that announces itself as the New Home of the leSabre Press Blogs. Built on land acquired on the 15th of February this year, this looks like an extensive work in progress worth exploring.


This pod route will be a marvellous addition to the variety of scripted vehicle experiences in Second Life and will hopefully open up some unsung corners of the mainland to more exploration and development. Many thanks to Yavanna!

Corfeld Pod Station: http://maps.secondlife.com/secondlife/Corfeld/248/62/71

For more on the Yava Script Pods: http://wiki.secondlife.com/wiki/Yava_Script_Pods

Klaus Bereznyak

Wednesday, August 7, 2013

Bed Bug Hotel

By Grey Lupindo

     I like to travel in RL almost as much as I like traveling in SL.  So the thought of visiting a site that focuses on the RL epidemic of bed bugs gave me the willies.   But since knowledge is the key to solving a problem, I put on my stoic outfit and went to the Bed Bug Hotel located at Morrill3 (63, 44, 24).     
     The official name of this establishment is The LittleTown Inn.   A notecard at the entrance gives out valuable information on how to use the site and is worth reading.    Inside are a desk clerk and your suitcase.   You’ll need to pick up your suitcase and go to the elevators located to the right of the clerk.   A quick click will teleport you to your room.      
        In the hallway are a few informational signs that you can quickly scan.  The real information is inside Room 101.  When you go in, you will see a lot of little numbered cards.   I clicked on them in order, but you don’t have to be too precise.   Each one gives you a bit more information as well as a clue to solving a riddle.   I recommend jotting down the clues since you’ll need to be able to see them later.  This will save you re-opening a lot of notecards.

       The information was helpful and somewhat reassuring.  I’m not sure that I will follow the advice in RL, but it’s good information to have.   The important things to remember are that bed bugs can be anywhere, even in “nice” hotels, they don’t carry any diseases, and they can be easily killed.   That said, they are still creepy and the site might be too much for anyone with a serious bug phobia.  If you fall into this category, skip the video presentation.   They show slides of real bed bugs.  The notecards give you lots of tips and things to do to protect yourself.  If you want to learn even more, check out http://citybugs.tamu.edu/2011/04/12/bed-bugs-in-your-hotel.
        It only takes a few minutes to zip through the hotel room if you don’t hunt for the hidden bed bug.   There is only one, and you get a prize if you find it.   I love hunts, but the idea of finding even a pixel bed bug grossed me out.   I skipped the hunt.   
         The second contest is a word game that seemed simple to me.  I was sure I had it right, but I never got a prize.  Good luck and let me know if you solve it.
          Littletown is an educational sim created by Cooperative Extension.   Some of the residents involved with the project are Thynka Little and DFox Spitteler.   Cooperative Extension is involved with interactive learning and is supported by over 70 land-grant universities in the U.S.    In RL there are over 3000 county Extension offices throughout the country.
            Since visiting the hotel won’t take long, I suggest you take a quick peek at the rest of Littletown.  It is a typical American small town.  If you grew up in one, it may bring back memories.    A good place to start is Littletown, Morrill3 (75, 67, 24).   
          I found a cute sewing shop, something that is fairly unusual in SL.  You can sit for a few minutes and check out some web pages that link to information on fabric, yarns, and sewing machines.    A sewing machine near the back wall lets you practice your skills.   You can even change the color and type of fabric.  
              Many of the builds are store fronts only.   However, there’s a fire station, a church, a pizza parlor, and a coffee shop that are open.   A few places, like the hardware store and the flower shop appear to be under construction.  They were open and somewhat decorated, but none of the items were for sale or gave out information.  There was another building that was clearly marked with yellow tape and construction signs.  
               There appears to be a carnival at the edge of town and another large section involves agriculture.   I didn’t have time to check them out, but I plan to go back soon.  It looks like Littletown and the Morrill sim are growing and evolving, which is good news. 

Grey Lupindo

Monday, July 22, 2013

Reader Submitted: Continental Tour - Exploring Second Life's Mainland

By Becky "Sha" Shamen

Do you enjoy exploring? Most people in Second Life are not so bold. On average, they will have, at most, a dozen sims that they visit, on a weekly basis. Add to this, their favorite shopping sims and other, occasional divertisments and the number goes up to 20-30 sims visited per month. In most cases, they only visit a small part of the sim, unless it's a shop that takes up the whole thing. The common method of getting to these other sims is by teleporting, via Landmarks stored in their inventories. After being in Second Life for a number of years, you might have collected several hundred LMs. Most of these seldom, if ever, get used again and many of them don't even work any more or you find the place you were looking for has moved to a new sim or gone out of business.

Teleporting is not the only way to travel. Unless confounded by private property or banned areas, you can walk to most places on a sim. On the majority of sims, you can also fly like Superman. This too has it's limits. You cannot fly into restricted areas and, unassisted, you cannot fly above a set altitude. With the aid of a Flight Feather or other flying craft, I have yet to see any maximum altitude in my experiences. Flying crafts come in all shapes, types and sizes and can hold one or many people.

In addition to walking and flying, there are a number of other ways of riding from place to place, in SL. You can ride on horses and other animals, in wheeled vehicles and boats. To use these, you click on them, select to sit, or ride, board, drive, depending on the menu given, then control direction and speed with your arrow keys. Some boats depend on SL winds to propel them. To use these, you must determine the wind direction and set your sails and rudder to get you where you want to go.

All of these other methods of getting about have their limitations. In most of the vast area, covered by Second Life, you cannot travel between sims by any means other than teleporting. However, if 1) two sims touch side to side (not corner to corner), 2) you have permission to go there and 3) there is solid land, a bridge or roadway or a water way between them, you can cross over, without teleporting. From my home sim, I can travel to seven other sims, without need of teleporting. I am also a member of a motorcycle club, that allows me to visit 12 interconnected sims. You can spend days, weeks or months exploring these larger areas and finding new things for the first time. Want more? There are still larger places to explore.

The Continents of Second Life

A continent, in SL, is made up of hundreds of individual sims and square miles. There are seven major continents and a handful of smaller ones. The seven major continents are; Sansara (the original "Mainland"), Heterocera, Jeogeot, Corsica, Gaeta, Nautilus, and Satori Maebileia. There is also a large sea, known as the Blake Sea, connecting hundreds of islands. Of the lesser continents, little will be included here, save to mention one, Zindra, an all adult continent, said to also be home to "monsters".

Travel on the continents is much like that on sims, but on a much bigger scale. When we choose to travel, as opposed to TP, we are not as concerned about what is at "point B" as we are about finding new and interesting things between points A and B. While preparing maps for this topic, I was free flying, testing a passage route between continents, when I noticed, on my world map, the sea floor texture looked "un-natural"  below where I was flying. I flew under the water to discover why. On the bottom, I found two treasure chests. One contained a jeweled crown, the other a shiny sword. Looking up at the menu bar, I see I am in a place called "Treasures of the sunken city.....". This location was not posted in the destination guide, advertised, or marked on any map, and I found and enjoyed it. I wasn't thinking about what was at the end of the journey. I was enjoying the trip itself.

Yes, I mentioned flying from one continent to another. Like travel on sims, there are things you can and can't do. You will find areas that will not allow you to enter. On the continental scale, these are never very large, so it's easy to find ways around them and then get back on course. When you get to the edge, coastline of a continent, you cannot go any farther. The vast majority of "seas" in SL exist as place holders for possible sims. At this time, there is no computer server to hold the sky, sea, earth and everything on it, for you to see on you computer. However, there are "sea sims" that you can move about on. Like regular sims, they can be found single or in small clusters, all over SL. You can travel between ones that are connected, but can only TP to get to others.  Sea sims can also be gathered together on a continental scale, allowing for much greater trips. The Blake Sea is the largest collective of sea sims. It is an entire sea world and it also connects the continents of Nautilus and Satori, with beautiful Nautilus City between them. There are four other locations where sea sims are joined, end to end, to form a passage between continents. Use your world map to find the exact locations. Sim seas will show water waves and the sea floor, non sims are just a solid color. There is a passage between Sansara and Heterocera, called ANWR Channel. There are two passages between Nautilus and Corsica, on the East and West ends of the sea between them. The final passage is between Corsica and Gaeta. Three passages and the Blake Sea link up four of the seven continents.

Around the World

In the 10 years that SL has been around, has any brave explorer ever attempted the longest, greatest adventure possible in SL; a journey across 4 continents and back (and lived to tell the tale)? When making such a trip, you might want to do some preliminary scouting, to find locations where you can pause your trip. The location needs to allow you to rez your vehicle, so that you can continue where you left off. You can switch to other forms of transportation, to suit the terrain. If you are free flying, make sure flying is allowed at your rest stop, otherwise, you might have to walk to the next sim. Make a LM of the location, so you can return there, if the viewer is unable to return you to your last location. A long trip, such as this, might take anywhere from a few hours to days, depending on your viewer, computer, INTERNET connection and SL stability, so it's a good idea to have a few plan B's available.  There are any number of trips to experiment with, among the continents, but if you want a really long one, try this. Begin at the southern tip of Santori and zig-zag your way North on the western side of the continent. Cross the sea to the continent of Nautilus and work your way up it's western side. Next, cross at the Western Passage to Corsica. Snake your way East, on the northern half of Corsica and then cross the passage to Gaeta. Tour that continent and return by the same passage. Work your way along the southeastern portion of Corsica, until you get to the Eastern Passage. This is where I found the sunken city. Proceed South on the passage to Nautilus and tour it's East side. At the bottom, go East and tour the Blake Sea, returning to the northeast corner of Satori. Tour the eastern part of that continent and then return to the starting point at the southern tip. If you are planning on telling others of you adventure, make a copy of the map and draw your route on it. I know I would like to attempt it, but perhaps there is a Columbus, among the readers, who will get there first and tell us about it, in an ongoing series of articles, like in the good old days of newspapers.

About the Map

The map was adapted for this story from an original, found on the marketplace, created by Aley. I only used the continents and names. The original is much more ornate, made to look like an antique nautical map. I have made the land sims brown, because, until they've been explored, they're just a lot of dirt. I show the seas in two colors. The blue-green is areas that contain many sims, which are not interconnected. I placed a square, the size of one sim, at the bottom right of the map, for comparison. The navy-blue areas contain connected sea sims and can be traveled on.  The continents are in the same scale and relative position to each other, but have been grouped to include them in the frame. An insert, on the right, shows their true positions.

 We have been talking about continents and seas and very long journeys. I may have made it sound a bit impossible to undertake such a journey, but, for the following reason, it's not as hard as it sounds. SL continents are big, but not when compared to RL continents. The map measures 77 SL miles square. That makes a continent, like Satori, about the size of the city of Chicago, in RL. So, although SL continents are not as big as you thought, I'd be willing to bet, everywhere you've been, so far, would easily fit on one continent, with room to spare.

Becky "Sha" Shamen

Tuesday, April 2, 2013

Queen of the Sagitarian Sea Revisited

 
By Gemma Cleanslate

I noticed when DrFran wrote about the first place she visited in SL, I had memories of mine. Revisiting is not always the same. Somehow the place survives but, the heart is gone. One of my first favorites was Svarga Svarga. I go look once in a while just for memories. The story however, did send me to reminiscing about old places where I still go and love. 

One I have written about for years that still holds the same fun for me is the three sim ship, the Galaxy. I wrote about it back in my early days at the SL Newspaper. I covered the 3rd anniversary in 2010 and also covered it when the ship was moved to a new sea location . That was exciting to watch!

I thought I would take a walk through the ship to show you the varied activities you will find if you visit. It is also a good place to take a vacation since there are so many things to do on board when you want to get away from your regular life here. I have two friends who have made the Galaxy home for periods of time, renting one of cabins or suites available. There are eight decks to explore so plan ahead or move in. “The SS Galaxy is 3 sims 650 meters long and 32,000+ prims.  Only two mega prims were used in her construction, and they are the smoke stacks.  It is the longest single build in SL.” it says in the website. 
 
You can take a rafting ride along the side of the ship that will tell you all the sites on the ship you might  like to visit. I had never taken that before so it was fun. I also found a new rock climbing wall that looked like something new to try. I learned how to play miniature golf on the sports deck years ago and still go back to try and improve, and clubs and balls are provided for rental. Of course the Galaxy hosts fishing contests with some nice prizes. Jump on the skydiving pod and shoot up into to the air, but make sure you wear a terrashoot!   
 
I looked in on the various restaurants and stopped at the gorgeous wedding chapel. It looks like a wonderful place to have a wedding, and they have a great catering service for the reception in one of their fine restaurants. Djs provide music for dancing every day, or you can dance at any time you want to the music of the radio. The shopping area has some really elegant clothing for you. I made my way up to the bridge, but everyone was at lunch so I sat down at the controls and studied the route and looked out over the calm Sagitarian Sea. There are maps all over so you will have an idea where you are. There is also a map hud available for you to wear that helps navigate the massive ship.  
 
One thing I love is the "Ports of Call" teleport board where you can choose to visit the various sims the ship passes.  For some activities you must be a traveler  which seems logical for the paying customers to enjoy more for the price, but you can find so much to do if  just visiting. Know there is a great spa for exercise but I could only peek in since I was just a visitor. Check out the wonderful swimming pool.You can use that anytime Jump in or lounge on the deck. This gives you an overview of the Galaxy. There is so much to explore.  
 
To find out more about the history and events visit the website where you can check out the pricing and rooms available, daily events, and answers to  so many questions . http://www.ssgalaxy.net/. Have a wonderful time ! Say hi if you see me along the jogging path,  my sl exercise lol!  Here is the boarding gangway:
http://maps.secondlife.com/secondlife/Galaxy%20AFT/66/53/21
 
Gemma Cleanslate

Thursday, April 21, 2011

Random Ride Through the Stargate

On a particularly boring day last week I decided to simply fire up the ol' Stargate and see where a series of "/d Random" commands would take me. As the Stargate is pretty old technology on the grid, I figured the only places I would end up at would be older-than-dirt abandoned areas long forgotten by the pixels of time and barely worth a mention.

Boy, was I ever wrong.

/d Random

First stop took me to the Grayling Army Airfield (Grayling Airfield sim; 13, 128, 29). It's a nice little military base sim, with planes, bombers, and things of that nature. As I prefer the medieval past instead of that which is technologic, I only stayed for a short time and did a once over at the maximum range of my camera. The effort shows in the building of the sim, and appeared to be anything -but- an "abandoned place forgotten by the pixels."

/d Random

Stop #2 on my list of ten took me to Trinity Products and Defcon 1 (Amella sim; 34, 29, 128). After emerging on the floor above where the stargate was (not even the stargates are safe when you route teleporting to a set point), I had a look around to find that it was full of transformers and Star Trek things... mostly starships (some of which appear to be flyable versions).

The building also had a lot of barren land around it, making me wonder just how often it was visited. The sim itself looks barren on the world map, quite a bit off the nearest major road. Makes me wonder if they couldn't move it closer to the road so it could be seen by people who have the $L to spend, because they're -not- going to see it from the main road unless they're looking right at it.

/d Random

Off next to "Earth" (Dreamworld Gem sim; 83, 84, 22). It looked to be an office with a pretty neat teleporter effect they set up. But I ran into a dead end as the only way out seemed to be blocked by a large prim, so it was back to the gate after a very brief stay.

/d Random

Chronotis Sec at New Gallifrey (New Gallifrey sim; 161, 71, 3273) was by far the most impressive place I found on my travels. It looked like a bit of a Dr. Who museum, with a couple of doors off to one side of the landing point declaring "Beware of BOB." Naturally, I went straight for the doors.

Bob's a dinosaur. A Triceratops, to be exact. Unfortunately, I encountered him in a bit of a spot --- he'd ended up with his nose to the door I emerged from, and one of his hind legs had gotten caught in the rocks behind him... such is the fate of objects left "physical" in SL, I suppose.

I was VERY VERY impressed by the amount of work done on the area I did explore. The textures were amazing, and I smiled to myself as I found I'm not the only one to retexture both the outside -and- the inside of the "anywhere doors" used to get from one place to another.

5 Stars, hoards, or whatever. I would suggest going to see this build.

Dr. Who isn't my thing, so after about 20 minutes of looking around...

/d Random

My next stop was Fisher Island (Fisher Island sim; 192, 118, 3002). As it was 3000 meters in the sky I figured it was going to be some sort of hidden base or something just as interesting.

It wasn't. It was a flat featureless megaprim with a stargate. NEXT!

/d Random

I didn't stay very long at Vico (Vico sim; 200, 78, 701). I ended up on someone's build in the sky that was currently in progress, and they'd set a stargate out to accept random wanderers on the network. A quick hello, a quicker goodbye, and it was off again on my trips through the stargate network (double-checking my co-ords for these locations, I went back a few days later to find only empty air, resulting in a 700-meter skydive). Whee!

/d Random

It was off to the Rizzo sim (Rizzo sim; 48, 40, 501), which ended up a tiny shop in the sky, appropriately named the "Little Shop". This one had TWO stargates in close proximity to each other, so when I next triggered one, I'd trigger them both. The shop itself had a couple of vendors, but as they seemed to be Dr. Who vendors... yeah, time for me to "choose a gate". Triggering the stargates, one of them was about three times as slow on the rotations. I don't know why that is.

I tried triggering my home gate before hitting a random one --- only one succeeded, the other one shut down as "gate not found".

/d Random

I wound up at the campsite of the "civil barbarian" Aaron Kukulcan (Adeo sim; 20, 84, 38). This DID seem like an old spot to me and just had that "empty" vibe going. On the world map the area looks mostly undeveloped. It's on a small set of three private islands though, and who am I to judge... perhaps they wanted it mostly undeveloped wilderness as a nice and peaceful place to relax in.

Another two stargates, but the first choice lead directly into a packed sim (as in, 20 people near the landing point) with a sim name that sounded like it was a den of vampires. Not wanting to end up fed to the undead, I picked the second of the two gates.

/d Random


The result was the Destiny Isles, a solitary wilderness sim (Destiny Isles sim; 69, 153, 22). I laughed when I did a search a week later to find there is not only a Destiny Isle sim, but a Destiny Isles sim (with an s) as well.

It carried the "old" vibe, as if it hadn't been used in a while. Nothing spectacular to see here, unless you count the terraformed box canyon as part of "not being spectacular". It was the most creative use of terraforming I'd seen in a while and for a brief time considered doing it to my dragon cave and layering a megaprim over it as its roof. But since I have changed the appearance of my home four times in the last 5 weeks, I thought... nah.

Still, a very good job to the sim owner. The effort shows.

/d Random

My final stop ended up being a private residence, so I'm withholding the location.

Let me just say two words. Murphy's Law.

After that, I knew it was time to stop warping myself through space, time, and the grid, so I did a quick "/d wyv" and headed home.

So it does seem that not only is the stargate network not an abandoned piece of technology as I originally thought, but it is in fact thriving. You can get a free modifiable stargate at OS Labs over in Eternal Calm (210, 49, 22). It's about 125 prims though, so you'd better have room for it.

Xymbers Slade