Product review: the WALT River 400 Hop in Second Life

The Water Air Land Technologies (WALT) River 400 Hop by Ape Piaggio, a super little boat

Several months ago now, Apo Piaggio passed me her – then – latest creation, the WALT River 400 Hop, a compact little speedboat which is ideal for exploring inland waterways – as the name suggests – and also does very well out on open waters.  I’ve been meaning to review it for a while, so my apologies to Ape to only just recently getting to it.

The first thing to note about this boat is that at L$2,900, it is literally packed to the gills with features and capabilities which make it easily among some of the best small boats (and larger ones for that matter!) in Second Life.

The package comprises the boat, a trailer for moving it around on land, a neat little owner’s HUD in the form of a Smartphone and a box of accessories which includes 2 texture sets (1024 and 2048 resolution); the trailer mentioned above, an avatar adjustment tool; a “Hook” tool and script allowing the trailer to attach to a vehicle (preferably with a towing hook) and the excellent user manual.

The River 400 Hop alongside Ape’s Little Bee speedboat as a size comparator

In terms of size, the River 400 Hop really is small – small that the Bandit 170, which I reviewed back in April 2020 and thoroughly enjoy using, and under half the length of Ape’s ever-popular Little Boat power boat (reviewed in 2015). Like the latter (and the majority of Ape’s vehicle releases) comes neatly packaged in a box feature a miniature of the boat and its trailer.

Handling the boat is presented with keyboard, chat and HUD options, depending on your preference. There is also a comprehensive set of chat commands both for operating the boat and for things like lounging in the seats, setting up on-board options such as the Bimini or canvas “tent” (if out in bad weather!) or permissions for driving the boat, etc. Some of these may trigger dialogue menus in the top right of the viewer window, and the complete family of dialogues can be triggered by simply touching the sides of the boat. I’m not going to go through all of them here as there is that comprehensive user guide – so RTFM 🙂 .

The River 400 Hop’s HUD presents itself as a Smarphone with icons (lfet) to access the various functions such as general status (centre) and navigation (right). The icons themselves are very easy to remember once used a couple of times. HUD operation is covered in full in the boat’s user guide.

The easiest way to start / stop the outboard motor is by typing “start” or “stop” in chat from the driving seat, whilst mooring can be achieved with the “moor” command – moor on that in a bit. Steering is via the Left / Right arrow keys (or A and D if you have your viewer set that way), the Up arrow key (or W) gradually increases the throttle for forward motion, the Down arrow key (or S) retards the throttle for slowing or shifts the boat into reverse. Meanwhile Page Up (or E) steps up the throttle in 50% increments or set it to neutral if moving in reverse; similarly Page Down (or C) will also set the throttle to neutral if moving in reverse, otherwise will set reverse speed to 50%.

As the boat has an outboard motor, this can be manually raised / lowered and trimmed using SHIFT-Left arrow or SHIFT-Right arrow respectively, or the boat can be set to automatically raise or lower the engine when stating / stopping, and to auto trim during operations. Again, more of this in the manual.

Overall the boat handles well – although for river cruising, I would advise against setting the throttle too high; the River 400 Hop is nippy and can pinball along rivers if you’re not careful. The boat includes a region crossing recovery system as well, easing the pain there.

The boat can reach a fair speed on the open water and offers various camera positions for driving.

There is a range of sitting poses for when moored and the seating can become bench recliners with singles and couples poses (all accessed via the dialogue menu’s Seats option), while the front seat can be adjusted by touch and the rear seat touched to reveal the fuel tank – like many of Ape’s vehicles, you have to give the River Hop a drink every so often to keep it going! A ladder for swimming on the left stern quarter can be raised / lowered.

Mooring is one of the interesting aspects of this boat. Issue the Moor command, and the appropriate dialogue will be displayed, given you various choices for mooring – which may vary depending on set-up / where you are. Again, the user guide explains all, but it’s worth mentioning the mooring buoys and side-to-side options.

  • The mooring buoys allow you to effective “moor” the boat anywhere and maintain station, the boat sitting between a pair of fore-and-aft buoys.
  • Side-to-side allows you to tie-up alongside other River 400 Hop boats and (in the future) other WALT boats.

There is an option to drop anchor, but this is also part of the boat’s realism functions which help lift the experience of using the boat. In essence, with the realism options available, you have to correctly position the boat in order for the anchor to work – the HUD can help with this.

The small size of the River 400 Hop coupled with its easy low-speed handling make it ideal for pootling around inland waterways such as the rivers of Bellisseria.

These realism options allow the boat to respond to both the effects of the SL wind, such that it will drift when the engine is off or at idle (unless moored) and the wind can also affect the boat’s head as well, depending on the direction. All of these options can be toggled by the dialogue menu system, as can the boat’s rocking motion (often found in water craft). As with many of Ape’s boats, as well as periodic refuelling, the engine on the River 400 Hop should be monitored against high temperatures.

Anyone familiar with Ape’s Little Bee knows that it includes a trailer and a VW Beetle, allowing it to be carried by road. The River 400 Hop boat offers a similar capability, albeit with some differences. Firstly, there is no “winching” capability on the trailer to haul a boat out of the water and onto it using a suitable slipway. Instead, with the trailer close to water, its own menu system can he used to rez a version of the boat in-world (rezzing permissions allowing)  and hide the version on the trailer, and vice versa, if taking the boat “out” of the water. Secondly, rather than having a dedicated towing vehicle, the River 400 HOP comes with an experimental tow system which can be used to hook-up the trailer to almost any vehicle. There’s even an included tow hook if your vehicle doesn’t have one!

This approach does complicate custom painting the boat if the trailer is used – the version on the trailer will need to be repainted as well if it is to match. Suggestions on how to achieve this are in the user guide. However, to get a version of your customised River Hop rezzed by the trailer, simply edit the trailer, delete the version of the boat in its contents and then drop a copy of your version into the trailer.

The trailer comes with its own comprehensive menu system for fine-tuning control when towing, toggling the light on/off etc. Whilst experimental, it is fun. The boat can also do its share of towing –the AA tube, AA Banana or Ape’s own FI Wakeboard. Again, the user guide covers this.

With a host of additional features – fender rezzing, weather cover rezzing, region crossing recovery steps (if things go wonky), a nice security suite, etc., – all typical of the care Ape puts into WALT products, the River 400 HOP is a nifty little thing and offers plenty of opportunities for fun.

The River 400 Hop

Related Links

2026 week #28: SUG meeting summary

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, July 7, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • No deployments for the week, just restarts
  • The next simulator update will be called Mango.

In Brief

  • Rider Linden:
    • Has merged in the rulebuilder code for Lua, so that’s ready to go. He noted that if any one wants to volunteer to fill out the tables for some functions it would be much appreciated.
    • This week he is on-call and hopes to hunt down an issue that’s causing some regions to fail to grant caps. He has ideas on the cause, and so is hopeful he can fix it.
    • Is also working on object publishing (prims as virtual filesystem that can be interacted with directly from VSCode, so it is possible to access and create scripts and notecards in a prim directly from VSCode rather than to have to keep switching focus between prims in world).
  • Leviathan Linden:
    • Is back working on game_control, currently doing an overhaul of the preferences UI and how the settings get formatted.
    • Notes the goal is to make it possible to map buttons to avatar movement actions (i.e. DPAD buttons to MOVE_FWD and MOVE_BACK)
    • Currently, the game_control viewer code is distinct from the Lua viewer code, but Leviathan plans on using that viewer in code merges with the game_control code.
  • Roxie Linden noted that:
    • Has been working on the WebRTC p2p IM bug where sessions fail to start, and is making progress. The issue seems to be a race condition in the back-end chat handling code; however, given the exact cause is hard to reproduce, there is no guarantee the fix in progress will correct all instances of session start failure, but Roxie optimistic.
    • On the viewer-side, has been working on changes to pull in a more recent libwebrtc + reduce some audio hiss.
  • Harold Linden (LUA):
    •  Has been busy with personal matters, but is now hoping to get back on top of  Lua PRs and resuming work on bringing the SL Lua back in-line with Luau upstream. This is seen as important as many things added to Luau upstream which would be useful for the Lua project (e.g. 64-bit integers and classes).
    • Commenting on the general state of the project, Harold added:
[the work is] Mainly polish at this point. I’d like our integer implementation to be based on Luau’s even if it’s not entirely the same under the hood so LSL can perform well, and I’d to have all scripts share a GC so that we don’t have separate memory allocators for each and every script as we do currently.
  • Monty Linden noted that lsl-definitions have been updated recently but not baked into a release and cycled around yet – this will happen “soonish”.

General Discussion

Please refer to the video below for  more on the following.

  • One of the issues with Lua on the simulator side has been the simulator crash rates. Rider described these as now being “encouraging”, many of the issues are “known and on the list to address”.
  • Harold’s comments on adopting upstream updates from Luau led to a discussion on 64-bit and 32-bit Lua support.
  • This in turn led to a discussion on Lua and llhttp.request.
  • A discussion on documentation.

Date of Next Meetings

  • Leviathan Linden: Tuesday, July 14, 2026.
  • Formal SUG meeting: Tuesday, July 21, 2026.

Kaleidoscape: a gorgeous vision in Second Life

Kaleidoscape, July 2026 – click any image for full size

Update, July 7th: Having had the chance to talk to 3chai4 concerning the greeter issue, she has indicated she will make adjustment at the first opportunity she has, but it is liable to take few days from the date of publication of this article.

Escape to Kaleidoscape, a peaceful medieval countryside filled with flower fields, working farms, hidden gardens, rustic taverns, and scenic walking trails. Whether you’re looking for photography, quiet exploration, or simply a place to relax, every corner offers a new story waiting to be discovered.

– Kaleidoscape Destination Guide description

Occupying a Full private region leveraging the additional Land Capacity bonus available to such regions, Kaleidoscape is the work of region holder 3chi4 (3chi4 Ethereal) with the help of Lisapia. And it is, in a word stunning.

Kaleidoscape, July 2026

Presented – as the Destination Guide entry notes – a medieval countryside, the setting has some interesting modern quirks within it which, as anachronistic as they might be when it comes to medieval times, collectively sit within the setting in a manner that gives it a unique twist without actually intruding into it to the point of distraction.

The most obvious of these is the live event stage tucked away in the south-east corner of the region. However, there are others – such as the mail boxes sitting outside of some of the houses, or the house numbers fixed to the walls of others and the occasional glimpse of overhead power lines together with electrical lighting indoors and out.

Kaleidoscape, July 2026

The Landing Point for the setting sits within a skybox. This is somewhat detached from the setting in theme given it is an alleyway from a modern Japanese city. From here, visitor click on the whirlpool on the ground to proceed on to the setting itself.

An annoyance here is a greeter script has been set-up at both ends of the teleport from Landing Point to ground. This repeatedly spams a greeting and a landmark to the region very other second – and does so every time the ground-level arrival point is passed. Given the arrival point has an information board with worthwhile reading and a horse rezzer for those wishing to ride around the region, this can get irritating.

Kaleidoscape, July 2026

Outside of this, however, the region design is genuinely breath-taking – and while there is a recommendation to use the local EEP settings, I would personally suggest switching to something brighter, as the region settings – in my opinion at least – cast things in far too much shadow, hiding a lot of the beauty of the region. To this end, I took the liberty of using one of my personal EEP daytime settings for the photographs seen in this article.

One of the useful items on the information board mentioned above is a map of the entire setting, outlining the main points of interest. This is also interactive: click on the name of a location on the map and you’ll be teleported to it. This is handy for those wishing to get to the events area or back to a specific place when resuming a visit. However, for first-time visitors I strongly recommend exploring on foot – or at least via one of the horses available from the rezzing stall alongside the information board.

Kaleidoscape, July 2026

The local village is probably the most obvious place to start such explorations. It certainly presents a lot of detail as it steps its way up a shoulder of land bounded on two sides by water on two sides by the cliffs of the region’s uplands to the south and west. It has an eclectic mix of buildings, most of which have an almost Tudor look to them; whilst one had a French lean and another – the water mill – carries a hint of hobbits about it.

Of the two bodies of water bounding the village, one might have once been an enclosed lake; however, two channels now connect it to the waters which separate the region from its mountainous surrounds. The second body of water, meanwhile, takes the form of a channel running inland from the west, cutting a gorge through the highlands before it narrows almost to the width of a stream to finds its way into the would-be lake, therefore placing the village on a rugged island.

Kaleidoscape, July 2026
The village – indeed, the setting as a whole – is populated by static NPCs, all of whom are most definitely in medieval garb. Ehile I think such characters can add personality to a location, they aren’t to everyone’s taste. This being the case, these NPCs have a special power: touch any of them and they will vanish to “go on a wander” around the setting, reappearing in due course. It’s a nice touch for those wishing to take photos but don’t wish to have NPCs in their frame & who don’t want to derender them.

The north side of the setting is beautifully pastoral in design, with sloping fields (two of them forming a marvellous sea of blue blooms with the occasional red and black flickering of butterfly wings) shared by two farms, one to the north-west of the landscape and stepping its way up into the hills there, and the other on lower-lying lands to the east.

Kaleidoscape, July 2026
Sheep, horses and cattle are to be found in the meadows to the east, the lake-like waters within easy reach for them when needing a drink, whilst a fence running between meadows and flower fields prevents them wandering too far.

Throughout all of this are multiple routes of exploration. Cart tracks connect the farms and their windmills with the village, bridges span the water channels and trails wind up into the hills.

Kaleidoscape, July 2026

The latter are home to the setting’s wildlife, and it’s worth keeping an eye out for the deer, foxes, stoats and so on which all help to bring more life to Kaleidoscape, as do the birds and ambient sounds throughout.

The degree of detail throughout is impressive: the houses of the village are all furnished, as are the farms houses and cabins to be found, cats keep an eye on things and there are multiple and various places for visitors to sit and pass the time.

Kaleidoscape, July 2026
I could write a while lot more here but really, Kaleidoscape deserves to be seen first-hand, so I recommend you go see for yourselves!

Slurl details

2026 SL viewer release summaries week #27

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, July 5th, 2026

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy.
  • This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.

Official LL Viewers

  • Default viewer  – 26.2.0.25386466510, May 19 -“flat” UI and font update – No change.
  • Second Life Lua Editor Alpha viewer 6.1.0.23768336784, April 29 – No change.

LL Viewer Resources

Third-party Viewers

V7-style

  • No updates.

V1-style

  • Cool VL viewer Stable: 1.32.4.35; Experimental 1.32.5.5 July 4 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

A summer’s DayDream Believer in Second Life

DayDream Believer, July 2026 – click any image for full size

In November 2021, I visited DayDream Believer, a region design by Janna Daydream (Janna Blackwood), and found it to be an setting ready for winter and elegantly eye-catching (see here for more). Since then, the setting has relocated to a new homestead region, and at the time of my latest visit offered more of a summer setting with the focus very much on daydreams and the freedom of the mind has for wandering as we sit within that state mid-way between sleep and being fully awake.

Welcome to Daydream Believer
the place between sleeping and waking up
the place that let you keep dreaming

– DayDream Believer About Land description

DayDream Believer, July 2026

The new design is a collaboration between Jenna and Trisha Devotion (Trisha Blinker), and takes the form of a group of five roughly-cut islands sitting within a ring of tall mountains under a sky lit by a westering Sun. The largest of these islands runs along the north side of the region and feature’s Janna’s pose store located at it’s eastern end. A water garden helps soften the bulk of the store building and blend it into the rest of the setting.

The Landing Point sits a little further along this northern island from the store and close to a tongue of water that licks its way inland. hills to either side of the Landing Point encourage visitors to set out southwards to where an arched wall tries to span the narrow passage between the hills, a clock neatly nestled into the arch over the gap to inform people of the time as they pass beneath it. However, a turn to the north before setting out along the path will reveal a ribbon of beach running westward, palm trees given it a slightly tropical feel.

DayDream Believer, July 2026

Thus, visitors have a number of routes of exploration – the store; the beach; the path through the clock arch or up over the hills. All have their own merits and offer things to see. Going south provides access to two of the remaining islands, for example. Both are much small than the main island and lie to the east and south of the region, daisy-chained to one another and the main island by bridges spanning the narrow channels of water separating them.

The first of these two smaller islands offers a quiet retreat focused around a gazebo-like pavilion sitting on the shoreline, bursts of colour provided by flowers breaking up the grass. A fountain and water feature on which to rest together with additional places to sit and pass the time, a wishing well and pair of white doves adding a sense of romantic. It’s an island which encourages sitting and relaxing, a dance system (one of several scattered across the islands) allowing couples to express themselves.

DayDream Believer, July 2026

The second island in the chain is hilly in nature. No human-made structures here; instead one of the setting’s caves awaits visitors. Perhaps a little bare as one walks through it, it nevertheless offers a sanctuary-like retreat in its depths, the entrance watched over by unicorns. For those who prefer to remain outdoors, the top of the hill into which the cave bores offers more seating and dancing.

Two more caves are to be found back on the large island, one seated atop the ridge of hills running west with the beach on one side and the waters splitting the region on the other. The other sits below it and forms more of a rock chamber carved into the hillside more than an actual cave. With comfortable chairs within it, it looks southwards towards the second largest of this group of islands.

DayDream Believer, July 2026

This is, for me, the most attractive of the islands. Sculpted into rounded hills climbing to the west, its focal point is a windmill with sails turning slowly and the land before it divided into a large working field shared by cereal and cows.  An open field of flowers splashes colour beyond the windmill, pointing the way to where a stone causeway bridges the waters separating this island from the smallest in the group.

The latter is a small crescent topped by a large and comfortably furnished deck and gazebo forming another retreat. The fact that this sits with its back  towards the rest of the setting and is partially hidden by the flank of the neighbour island’s hills gives it a nice sense of privacy and detachment.

DayDream Believer, July 2026

As the hills march away from the windmill and turn north, they broaden into a flat-topped plateau, home to a water garden with its own cosy feature in what might have once been a cavern, but which now lacks a roof and so stares up at the sky. Adjoining this is a meadow with more places to sit and a bridge reaching out to the western headland of the main island.

Overlooking the beach mentioned earlier, this headland is dominated by the ruins of a huge cylindrical temple with a distinctive Grecian style to it. Missing most of its domed roof and section of its walls, and with some of the columns which once supported the roof looking the worse for wear, it is nevertheless an attractive retreat, complete with furnishings.

DayDream Believer, July 2026

I would point out that the region is rated Adult and some of the seating does have adult-themed couples poses; there is therefore a risk of some visiting getting up to naughties. However, to avoid the region because of this would be a mistake; it offers a lot that is photogenic. Rezzing rights can be obtained by joining the local group, so I assume that the use of props for photos is allowed but – as ever – do please clean up behind you!

A charming region, easy to visit and explore, whether on foot or via a horse from the available rezzer or, if you feel like it, on the water via the Nessie boats (auto-rezzing what the current one is in use). Enjoy!

DayDream Believer, July 2026

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Space Sunday: Starliner, a rover and a rebuild

Starliner Calypso closes on the ISS for docking during the Crew Flight Test, June 6th, 2024. Credit: NASA

Following on from my previous piece on recent NASA Office of Inspector General (OIG) reports about NASA’s launch infrastructure and the costs associated with Artemis / SLS, Thursday June 30th, 2026 saw the release of the OIG’s latest audit of the NASA Commercial Crew Programme (CCP) which gave rise to the SpaceX Crew Dragon and Boeing Starliner vehicles.

As those with an interest in space exploration are aware, one of these vehicles – SpaceX Crew Dragon – has been providing a successful service in ferrying astronauts to and from the International Space Station (ISS), whilst the other – Starliner -, despite two uncrewed and one crewed flight test has, yet to enter service. Unsurprisingly, the OIG audit report does not pull any punches where the Boeing system is concerned. However, its target is not so much Boeing as it is NASA itself.

The report starts by noting that whilst both Crew Dragon and Starliner where technically challenging developments, NASA opted to focus primarily on the SpaceX project in terms of management oversight and intervention, despite the fact Crew Dragon was proceeding from a vehicle already in operation: the Cargo Dragon. Meanwhile, Boeing, despite designing a brand new vehicle from the ground up, was subject to far less NASA oversight and management.

A further complication with Starliner was identified as the use of the United Launch Alliance Atlas V; this effectively split vehicle development between two companies, where SpaceX were responsible for both Crew Dragon and the modifications required to its Falcon 9 launch vehicle. Credit: NASA OIG

Instead, NASA management opted to put their faith in Boeing’s “heritage” procedures and workflows, allowing the company to develop Starliner with minimal intervention. This resulted in programmatic and development issues escaping NASA’s attention where a more hand-on approach would likely have seen them spotted and measures put in place to rectify them long before they became issues deeply embedded in the vehicle’s design.

Nor is the report limited to the development path with Starliner; it is deeply critical of NASA management following the 2024 Crew Flight Test (CFT). This should have been an 8-day test of Starliner liner under crewed control, including time docked at the International Space Station (ISS). However, the vehicle suffered issues remarkably similar to those experienced during the second automated test flight, so it returned to Earth without its crew of Barry “Butch” Wilmore and Sunita “Suni” Williams, who remained on the ISS for a further 278 days before returning to Earth on a Crew Dragon vehicle.

Cutaway of Starliner showing major elements, including the “doghouse” thruster blocks which have been the cause of the vehicle’s major ills. Credit: Boeing via BBC

Under NASA’s own requirements, the CFT should have been classified a Type A mishap, prompting an immediate, NASA-led multi-disciplinary investigation into the flight and Starliner, with full root cause analysis, culminating in the development of a complete plan to remediate issues identified and bring Starliner back to operational readiness. Instead, NASA management labelled the flight a “partial success” and maintained their hands-off attitude to addressing Starliner’s issues.

It was not until Jared Isaacman took over at NASA that the CFT was reclassified a Type A mishap, meaning that for 21 months following the flight, Boeing management left to their own devices at a time when the company was known to be experiencing considerable managerial and programmatic issues across a range of its projects and programmes.

The irony here, as the report also notes, is that while this necessary reclassification has now occurred, more recent staff restructurings at both NASA and Boeing mean that neither organisation is in a position to properly drive the Starliner programme, with the result that the OIG casts doubt as to whether the craft will transition to an operational status ahead of the ISS being shut down in the latter half of 2030. As it stands, Starliner is supposed to complete four crew transfers to the ISS between 2026 and 2029, with perhaps only the 2028 and 2029 flights actually happening as planned.

Worse, the report notes that manage has under planned CCP requirements: even if the four Starliner mission do go ahead, they and the three SpaceX missions planned for the same period are insufficient to maintain a US presence on the ISS through until August 2028.  Therefore, NASA is likely to have no choice but to order further transfer flights, with SpaceX liable to be the recipient of the contracts.

In closing, the report notes that CCP was supposed to provide NASA with two crew-carrying vehicles capable of being operated cooperatively but somewhat competitively with one another, rolling contracts for missions being awarded on the basis of reliability and cost-effectiveness. This has not been the case; Starliner’s issues have meant that SpaceX has been the only game in town for crewed launches from US soil – as as such, they’ve had some degree of unilateral freedom to set the costs of flights sans competition. Meanwhile, and despite Boeing effectively having its original contrast reduce by US $500 million and covering much of the extra costs involved in trying to fix Starliner in the wake of the second uncrewed flight, the entire programme has become a shambolic mess.

NASA to Send Mars OPTIMISM to the Moon as a PROMISE?

On June 30th NASA hosted its second monthly Moon Base Update to provide information on Artemis and plans to establish a human presence at the Lunar South Pole. During the event it was confirmed that three private companies – Astrobotic, Firefly Aerospace and Intuitive Machines – have received further contracts under NASA’s Commercial Lunar Payload Services (CLPS) programme to deliver payload to the Moon in support of Artemis. However, the surprising aspect of the update was the announcement of plans to send a Mars rover to the Moon.

Formally called OPTIMISM (Operational Perseverance Twin for Integration of Mechanisms and Instruments Sent to Mars), the vehicle in question is a full-sized, almost fully-equipped version of the Curiosity and Perseverance rovers (just minus the radioisotope thermoelectric generators (RTGs) which power the latter), the vehicle has been an essential tool for both rover missions, allowing engineers to trouble-shoot software, electrical and mechanical issues the two rovers have experienced in their travels on Mars.

NASA’s OPTIMISM test vehicle (now PROMISE) show with its rear to the right. The two angled brackets are designed to hold a nuclear RTG “battery” and its protective casing / shielding on its operational siblings, Curiosity and Perseverance. Credit: NASA

Under the lunar plans, the vehicle is to be renamed PROMISE (Polar Rover for Observation, Mapping, and In-Situ Exploration –  someone at NASA gets to stay up very late dreaming up acronyms!), and would be delivered to the Moon where it could operate largely autonomously. If the vehicle could be readied and flown in time, it could act as a valuable survey scout and mobile lab, gathering data and carrying out experiments that could greatly help in characterising the Lunar South Polar Region ahead of human landings. However, there are some issues around the idea:

  • Loss of an engineering and software test-bed for the on-going Curiosity and Perseverance missions on Mars, potentially impacting their longevity should a significant issue with either develop in the future.
  • The rover will likely require the development of a suitable lander system for delivering to the Moon, assuming the “skycrane” approach cannot be modified for use in lunar deployments. This will take time – potentially years.
  • As a nuclear powered vehicle, it will require an RTG. These are no longer manufactured and in short supply. Use of one with PROMISE means denying its use on a deep-space mission.
  • The rover will face a far wider range of surface temperatures on the Moon than its systems were designed for when operating on Mars. This means it will require substantially more in the way of heating in order for delicate systems to withstand the cold lunar nights and, conversely, a cooling system so those same systems don’t overheat during the heat of the lunar daytime.

As such, there are considerable pros and cons to the idea, so exactly where this idea goes will be worth following.

Updates

Blue Origin Updates and Unveils

Blue Origin has provided an update on efforts to get Launch Complex 36 at Cape Canaveral Space Force Station back to an operational status following the catastrophic explosion of the NG-4 vehicle in May 2026 which wiped out the main launch pad and caused considerable surrounding damage, including to the vehicle and payload integration building, shown below.

The vehicle and payload integration building at lunch complex 36, Cape Canaveral Space Force Station, home of the New Glenn rocket. Note the blast damage to the large pad-facing roller doors. Credit: Blue Origin

As a part of this update, the company provided a video animation revealing how they plan to both equip the rebuilt launch facilities and prepare their New Glenn rockets – both the existing 7×2 vehicle and the in-development 9×4 (the numbers refer to the count of first and second stage engines on each version) – for launch.

Prior to the NG-4 static fire test explosion, Blue Origin utilised a 1,800 tonne Transporter Erector (TE) and a series of hydraulic actuators on the pad in order to get New Glenn to the pad and ready for launch. These were all completely destroyed in the May explosion. The TE would deliver the rocket to the pad horizontally, the actuators connected and then both rocket and TE would be raised to the vertical, the base of the TE becoming the rocket’s launch platform and the TE’s strongback its “launch tower”.

Under the new plans, a New Glenn will be moved to the launch pad by a simplified transporter and without the payload attached. A mobile crane will then raise it the the vertical and lift it onto a new permanent launch platform on the pad, with a new tower supporting the rocket through until launch.

The latter will actually be the lightning conducting tower which survived the NG-4 explosion, completely repurposed and expanded to fulfil the role of launch tower. It will include two halves of a rotating service platform designed to fit around the upper part of the rocket, allowing the payload within its fairings to be lifted into position by crane, with the necessary connections between it and the rocket then being made.

The overall plan is daring in scope and still ambitious, given that Blue Origin is sticking to their bullish view New Glenn will return to flight before the end of 2026.

This week also saw Blue Origin unveil their planned lunar Power Tower system for use on the Moon.

Whilst the preferred means of powering a lunar base is nuclear, there are some significant challenges to overcome to make this a reality. In the interim, solar power remains an option – at least to a limited degree, given nights on the Moon last 14 terrestrial days making any sole reliance on solar impossible. However, even when the Sun is above the horizon, it remains at a relative low angle in the sky, and this can limit the ability of ground-based solar arrays in gathering sunlight, as they can easily end up stuck in shadows for long periods of the lunar day.

The Blue Origin Power Tower, which can be delivered to the Moon on specialised Blue Moon MK1 landers – offers a possible means of continuous solar power during the lunar day by suspending “sails” of solar arrays from a 20+ metre tall deployable boom system, thus lifting them clear of areas of shadows, etc.

Exactly how effective such a system might be is open to debate, but the system could potentially help power smaller outposts and stations during lunar daylight hours and which are both beyond the reach of having power routed to them from nuclear reactors and do not need to be in constant use.

Swift Rescue Mission Launches

Following my previous Space Sunday report, the mission to rescue NASA’s Neil Gehrels Swift Observatory finally launched on Friday, July 3rd after weather and a software issue conspired to delay the mission for three days.

The launch was flown out of the Ronald Reagan Space and Missile Test Range located on the Marshall Islands in the South Pacific, the Pegasus XL rocket – the last one scheduled to be used – carried to an altitude of 12,000 metres by As I noted last time, the mission was air launched utilising a Pegasus XL rocket (the last mission the rocket will actually fly) carried aloft by Northrop Grumman’s modified Lockheed L-1011 aircraft Stargazer. At 08:36 UTC on July 3rd, the aircraft passed through the designated drop zone for the mission and the Pegasus XL was released, allowing it to fall safely clear of Stargazer before its rocket engine ignited sending it into low Earth orbit in just under 10 minutes.

A set of an artist’s renderings of LINK in space and rendezvousing with Neil Gehrels Swift Observatory, ready to gently push it up to a safe operating altitude before atmospheric drag causes it to re-enter the atmosphere and burn up. Credit: Katalyst Space

Following deployment from Pegasus, the 4.9 metre long LINK deployed its solar arrays for power and is currently going through an initial systems check-out. Once this has been completed, the craft will fire its ion thrusters to gradually close on the Swift observatory. Once within range, LINK enter a 2-3 week observation of Swift, flying around it so that engineers can confirm the best point for LINK to attach itself itself to the observatory to commence the operation to raise Swift’s orbit and save it from burning-up in the upper atmosphere.

The lifting manoeuvre will last several months, boosting Swift from its present 300 km altitude to around 600 km, adding at least another 5 years to Swift’s mission in the process. Not bad for a mission that cost US $250 million and was supposed to last just 2 years when it commenced 22 years ago, and a rescue mission which has cost just US $30 million and was put together in just nine months.