It was back to Kondor Art Centre for me once more, this time for a visit to the Art Garden to witness a new exhibition of Second Life centric art by Stevie Basevi.
Stevie is probably best known as the owner of the Sanctuary RP Community, which operates across three regions offering a mix of themed role play and combat. Outside of this, she has worked extensively with the American Cancer Society (14 years) and One Billion Rising, and is a member of The Seanchai Library’s Special Projects Creative team.
By her own admission, Stevie has only relatively recently become immersed in Second Life photography. However, she has quickly and deservedly gained recognition for her approach and style, and has been featured in numerous exhibitions, and her range covers both avatar studies – she has worked as a fashion photographer of BOSL – and SL landscapes.
Kondor Art Garden, July 2024: Steive Basevi
She is also, like myself, a Second Life traveller, capturing memories of the places she visits as photographs; and with Capturing Serenity, An Exploration of SL, she provides a pleasurable taste of both her travels and her work in this latter regard.
I wander the grid in search of scenes that connect my emotions and feelings from my eyes to my heart. The things that I photograph, I don’t photograph them because I wanted an image of a particular thing. I went to the regions, looked around and waited for something to connect with me, to call out for me to come, visually commune, and make my heart sing.
– Stevie Basevi
Kondor Art Garden, July 2024: Steive Basevi
The exhibition in the Kondor Art Garden presents twelve pieces by Stevie, all perfectly suited for viewing under a night-time sky setting (as seen here). They reveal a handful of some of Second Life’s most popular public destinations, including Elvion (4 images and a frequent feature in these pages), Sainte Rose sur Mer (4 images, and also featured in these pages), the Karasu Estate (2 images), Blossomvale and Summerville (1 image apiece).
All twelve images are superbly captured, framed and cropped, Stevie using a minimum of post-processing (something I try to do with my images, but not with the same skill as Stevie demonstrates). They are also all finished in colours than emphasise the title of the exhibition, presenting each of the locations at a place evocative of serenity and peace; rich in a sense of nature and the ability for humanity to live in harmony with the natural world.
Kondor Art Garden, July 2024: Steive Basevi
Capturing Serenity, An Exploration of SL officially opens at 12:00 noon on Thursday, July 18th, the opening featuring music by DJ Joss Floss (jossinta). However, the exhibition has already had a soft opening ahead of time, and is available for viewing as of the time of writing this piece.
The following notes were taken from the Tuesday, July 16th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log. No video this week.
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.
Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.
Simulator Deployments
The SLS Main channel was restarted on Tuesday, July 16th, 2024.
On Wednesday, July 17th:
The BlueSteel RC is due to be updated with the summer Fun simulator update, which includes the initial Combat 2 updates from Rider Linden.
The remaining RC channels will be restarted.
Upcoming Simulator Updates
The simulator that we currently have on deck is Picnic, I cut that on Friday and should be getting it deployed onto Aditi in the next day or so. Next up is Barbecue. I believe that it already has a find text for notecards in it. I’m going to be taking another shot at llRotateAvatar.
– Rider Linden on upcoming simulator updates
SL Viewer Updates
Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
This work is in addition to the viewer-side Luau project.
Signal Linden has published a technical FAQ on the simulator-side project, addressing some of the most common comments / questions.
In Brief
Rider Linden reminded people that Thursday, July 25th will be the final meeting of the Combat User Group, and will take the form of a combat session to take place on the Lexington combat region. Those wishing to participate and who have suitable Combat 2 weapons they are willing to share are asked to bring them to the meet-up.
As per the most recent (to this meeting) TPVD meeting, the project to replace Vivox Voice with WebRTC communications protocol (RTC=”real-time communication”) will – subject to third-party viewer readiness – be deployed across the Main grid in August and the switch thrown.
Pepper Linden noted LL has deployed some map server changes which fixes issues with region surrounds in tile generation, as well as old stale tiles.
Part of this work has involved fixes to the Akamai cache retention period.
This should mean that rather than the system caching region tiles for many days and serving them to viewers, it should now only cache up to 12 hours. This means that in a worse case scenario map tiles displayed in the viewer should be no more than 24 hours behind.
The request to be able to call up map tiles via their UUIDs (like textures) was again made. This might be in the work queue.
Garfield Linden re-iterated his tangential project to bring maps.sl.com up to parity with Maps-in-the-viewer, and make it Mobile friendly. A Leaflets update for this has just been made, and will be expanded upon at the end Web User Group.
There is a reported bug in the core viewer code which causes glTF overrides to be cleared while the cache has not been yet saved by a neighbour region. As the simulator does not resend glTF data after the initial connection, the viewer’s object caches ends up with corrupted glTF cache entries from the affected region.
There appears to be an issue within llGetMass(), wherein a objects mass will not remain constant if it is resized and its density changed (via llSetPhysicsMaterial) to compensate. This resulted in an extended discussion on the subjects of mass and density under LSL adjustments.
The subject of implementing a variable walk speed on the simulator locomotion graph was again raised – an request raised a number of times at CCUG meetings. This was crossed with a discussion on avatar rotation by LSL in line with Rider’s hopes around llRotate Avatar and controlling avatar motion in general.
† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, July 14th, 2024
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.
Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.
Official LL Viewers
Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
It’s been a while since I’ve had the pleasure of reviewing a product by Ape Piaggio, so it was with a sense of expectation and curiosity – Ape’s products have never disappointed – I received the WALT (Water, Air, Land Technologies) Jet Board a few weeks back for a sort-of final evaluation (others had done a lot more work than I in helping Ape bring it to market). And the expectation proved justified.
A jet board is essentially a short surfboard with a water jet propulsion module and hydrofoil suspended beneath it. It is ridden in much the same manner as a surfboard, standing atop it and using bodyweight transfer to steer it. The key difference is the propulsor powers it along rather than it being used to ride waves, with the thrust of the propulsion unit controlled via a hand-held remote operating either wirelessly or via a tether to the board.
Modern, electrically-powered jet boards entered popular use in the 2010’s when board races started to become a common water sporting event. However, their history goes back as far as the 1960s, while precursor to the whole idea, the powered surfboard (the motor in this case allowing the surfer to ride the board our into the surf rather than having to paddle it) goes back even further. However, it is the modern electrically-powered version of the Jet Board that Ape has produced.
The WALT Jet Board packaging
Priced at L$800, the WALT Jet Board is delivered in Ape’s familiar “toy box” packaging (which is attractive in and of itself), and comprises the Jet Board, the WALT Adjust Tool Box (a HUD and script which allow any personal animations added to the Jet Board to be properly adjusted), and an instruction manual. The board itself is a nicely detailed, clean design, weighing-in at 6 LI. Unlike other products by Ape, it doesn’t use a dialogue-driven menu system to access controls and options; everything is managed through clicking on the board itself, with information displayed via a hovertext HUD.
Jet Board Controls and Operation
Using the Jet Board is as simple as rezzing it out on Linden Water and and then right-clicking to sit. This will trigger a nice little animation, positioning your avatar in the water at the back of the board before making a “kick jump” to raise out of the water and straddle-sit the board. Doing so will trigger a local chat display of the board’s key controls, as outlined below.
Seated, board stationary
Seated / standing, board in motion
General:
Click the board = page through animations
SHIFT + ← = adjust sit position down
SHIFT + → = adjust it position up
(adjustments auto-saved)
Hold-click options (toggle on / off):
2 seconds: battery usage
4 second: battery recharge
6 seconds: board hover text
8 seconds: simulation mode
10 seconds: race mode code
12 seconds: driving tips
Throttle:
PgUp = increase throttle – double tap for throttle to 100%
PgDn = decrease throttle – double take to reduce to 0%
Driving controls:
↑ = raise the front of the board (“rider weight to the rear”) and ride on the foil
↓ = drop the front of the board (“rider weight forward”) to drop the front of the board & ride with the board in the water
← = turn left (“rider lean to left”)
→ = turn right (“rider lean to right”)
Once seated on the board, the easiest way to get used to it is to give a double-tap on PgUp. This will set the throttle to 100% and your avatar will stand on the board and ride it as it jets off. You can then use the Left / Right Arrow keys for steering, and the Up Arrow key to push the nose of the board up. This is the equivalent of shifting your centre of mass more towards the back of the board, encouraging the tip to rise. When this happens, the hydrofoil under the board starts to generate lift, pushing the board out of the water, reducing drag.
Once up on the foil, it is not necessary to maintain full throttle. The art is maintaining your centre of gravity over the sweet spot: if you have the full hover text display enabled, you want to keep the nose of the board up around 410mm. at lower speeds this may require occasional taps on the Up Arrow to maintain – but be careful not to over-do it; get the nose too high and the motor will be unable to pull sufficient water through the propulsor, killing forward momentum and dropping the board back down onto the water.
Foil-borne on the WALT Jet Board
When the speed is too low for standing, or if the throttle is cut, you’ll drop down into the straddle-sit position. If you want to move around on the board while seated, just give the PgUp key two or three individual taps to get the throttle up to 10-15%, and you’ll make headway and be able to steer.
Motion on the board is accompanied by some nice animations. When standing, your avatar will constantly bend and flex its legs is response to whatever buffeting / rising and falling the board is experiencing. When you turn, your avatar will naturally lean into the turn as if using bodyweight to influence direction. Similarly, when seated and in motion, turning will see your avatar use one or other leg as a rudder.
Permissions, Animations, Battery Charging and Texturing
Driving Permissions
There are no driving permissions associated with the Jet Board; if you rez it, anyone can hop on and use it. This means it can be easily combined with a rezzing system if desired, or copies of the board can be used with family and friends. However, if you do want to lock a board you’ve rezzed out – then, when you are not seated on it, left-click on it for about 2 seconds and the engine lock will engage, preventing any use of the board. You must repeat this step to unlock the board when you want to use it yourself.
Sit Animations
The WALT Jet Board comes with four default sit animations beside the straddle sit. These can only be activated when the board is stationary – which make sense. They can be cycled through by left-clicking the board when it is at a complete stop.
You can add your own animations to the board as well. Instructions on how to do this and in using the WALT Adjust Tool Box to fine-tune such additional animations are provided with the Jet Board. However, when using the Tool Box, note that while it supports couples animations, the Jet Board is a single person / single seat craft.
Battery Charging
Jet Board recharging
A battery charging system is included, and the need to recharge can be toggled on / off via a hold-click option, as noted in the table above.
To initiate charging simply left-cleck the board when not seated on it. The battery cover will open and a little solar charger on its own floatation device will be revealed, with cables connected to the battery.
A hover text charge status is displayed over the board as charging takes place.
Once charging is complete, the charger will de-rez and the battery cover replace itself. If you do not require a full recharge of the battery, left-click the board at any time to stop the recharge operation.
Texturing
For those who like to custom texture their vehicles (I generally do so with mine, but have yet to settled on a personalised texture scheme), Ape provides a dropbox containing the required .PSD files.
A Personal View
The Jet Board is a fun ride; it takes a little practice to master, but once you’re used to it, you’ll find yourself zipping over the water with ease. The lack of driving permissions makes it easy to share with friends, as noted, while the charging sequence is a nice touch.
While my tests were not exhaustive, I found it handled multiple regions crossings pretty well, even when repeatedly circling back and forth between regions, and I experienced little in the way of total loss of control. The hold-click menu perhaps takes the longest to get used to, and can cause frustration as it is easy to step past the option you want. However, given you’re only likely to want to use these options occasionally, it’s not a mark against the board.
Certainly, at L$800 for a unit that is Copy / Mod, the WALT Jet Board represents really good value and offers something very different to the run-of-the-mill surfboards, windsurfers and single-sit jet skis.
A two-stage Earth Return Vehicle of the kind proposed in the Mars Direct mission outline (1990) on its way to the surface of Mars following entry into the Martian atmosphere, protected by its (still attached) heat shield. Mars Direct proposed this vehicle used in-situ resource utilisation (ISRU) to fuel itself for an eventual return to Earth with a 4-person crew aboard. Credit: The Mars Society / Orange Dot Productions
In 1990, engineer-scientists David Baker and Robert Zubrin published Mars Direct, a paper outlining a relatively cost-effective means to initiate the human exploration of Mars. The paper was primarily written in response to NASA’s own 90-Day Study on Human Exploration of the Moon and Mars, a sprawling document rolling out of George H.W. Bush’s Space Exploration Initiative (SEI), a plan which NASA estimated would cost some US $500 billion in 1989 terms, and require NASA’s budget at the time be increased by 50% (from US $11 billion to $16.6 billion annually), and then adjusted for inflation every year from then on for some 30 years – and that was without accounting for the funds NASA would need to carry out all its other programmes.
While the 90-Day Study (as it was abbreviated to) outlined the means by which the United States could achieve a permanent presence in low-Earth orbit, then on the Moon before going onwards to Mars, it contained much within it that was nonsensical or at least highly questionable in terms of reaching Mars with crewed missions. However, it was the price tag that very quickly killed it – no surprises there.
Mars Direct, by contrast – whilst also controversial in several areas – was written to provide NASA with a means to go, as the name implied, directly to Mars in a manner that could be achieved in a finite time frame (10 years from project initiation through to the first crew setting foot on Mars) and at a cost that would not break NASA’s budget (and additional US $1 billion a year). A key idea of the outline – and one greatly expended upon by Zubrin in his 1996 book The Case for Mars: The Plan to Settle the Red Planet and Why We Must – was that of ISRU (in-situ resource utilisation), the use of resources available on Mars that could be leveraged to both reduce the complexities of the mission and also provide the means for an outpost on Mars to have a degree of self-sufficiency in several key areas.
This recognised that Mars has a lot of natural resources that could help support human missions to Mars – notably, but not limited to – the planet’s carbon dioxide atmosphere, which Zubrin demonstrated could be leveraged to produce vehicle propellants, water and oxygen using processes based on the Sabatier Reaction. Zubrin demonstrated this capability at his own facility in Colorado, and NASA has more recently tested it for oxygen production using their Mars Oxygen In-Situ Resource Utilization Experiment (MOXIE) on the Mars 2020 rover, Perseverance.
The Mars Oxygen In-Situ Resource Utilization Experiment (MOXIE) experiment, carried aboard the Mars 2020 rover Perseverance, tested the idea of producing oxygen from the Martian atmosphere. Credit: NASA / JPL
Zubrin also pointed out that parts of the Martian surface are potentially mineralogically rich, and these minerals could be put to a wide range of uses in support of human operations on Mars, including producing fertilisers for growing food, producing plastics, ceramics and construction materials, generating oxygen and hydrogen, etc. Like many of the ideas Zubrin developed from 1996 through the early 2000s, his views on ISRU were met with a mix of conservatism and an attitude of “not invented here” on the part of NASA, leading to the agency largely downplaying or ignoring the potential for over a decade.
Since the success of MOXIE, NASA has encouraged research into ISRU. Now a new study led by the Planetary Sciences and Remote Sensing Group at the Institute of Geological Sciences, Freie Universität Berlin, not only outlines the wider potential for ISRU using hydrated minerals, it highlights regions on Mars which are not only rich in said minerals but offer potentially “safe” landing zones for crewed missions, they are in and of themselves interesting areas for scientific study.
The research paper – due to be published in the October 2024 issue of Acta Astronautica – initially focused on the extraction of hydrates for the production of water (and by extension, hydrogen and oxygen), a-la Zubrin’s ideas with Mars Direct (allowing for the latter focusing on doing so using the Martian atmosphere). However, as the study progressed, the research team – which included representatives from Germany, France and NASA – realised the extraction and use of hydrated minerals could yield additional benefits.
The hydrated minerals on Mars are the largest water reservoir on Mars known to date (mainly sulphates and phyllosilicates). Water can relatively easily extracted from sulphates and as described in the paper [it] is the most important resource, especially propellant production. However, the [resultant] minerals [obtained through the extraction process] can also be used as fertiliser for food production [while] the phyllosilicates could be used as building material or, for example, making ceramics.
Christoph Goss, Freie Universität Berlin, research lead
The team further noted that the extraction of these hydrates, which are located within the surface regolith rather than within the permafrost layer below it or deeper within the Martian crust, can be achieved through known techniques that are relatively fast and lightweight and do not require complex drilling and other deep-level extraction mechanisms. Thus, they could be achieved relatively easily via robotic means ahead of any human presence, in much the same way as Mars Direct proposes propellant production on Mars in advance of the arrival of any exploratory crew.
Robotic precursor missions could start mining and refining the resources, especially for propellant production. Also, for example, the robotic construction of habitats or the pre-production of oxygen are conceivable projects.
Christoph Goss, Freie Universität Berlin, research lead
In analysing data gathered from a range of Mars observation satellites, including data gathered by the Compact Reconnaissance Imaging Spectrometer for Mars (CRISM) instrument aboard NASA’s Mars Reconnaissance Orbiter (MRO) and mineralogical maps produced by ESA’s Mars Express mission orbiter, the researchers identified several locations on Mars where crewed exploration could be undertaken whilst leveraging mineral ISRU. Two of these locations in particular are especially well suited for this purpose. These are Mawrth Vallis, an ancient flood channel that opens into the Chryse Planitia plains in Mars’ northern hemisphere, and Juventae Chasma, a 5 km deep basin located north of Valles Marineris. Both present excellent opportunities for landing multiple vehicle on Mars and for carrying out a range of geological and scientific research.
In this, Mawrth Vallis is particularly interesting as it was one of the regions considered for exploration by both NASA’s Perseverance rover prior to Jezero Crater being selected for that mission, and also as a possible landing zone for ESA’s (hopefully) upcoming ExoMars rover, Rosalind Franklin – although the nearby Oxia Planum was eventually selected as the landing zone for that mission.
Mawrth Vallis has some of the most spectacular colour variations seen anywhere on Mars, as revealed in this true colour image captured by the HiRISE imaging system on NASA’s Mars Reconnaissance Orbiter. These variations in surface colour are due to a range of hydrated minerals located with in and around the valley, marking it as a point of interest both for scientific study and potential ISRU exploitation. Credit: NASA / JPL
The study further points out that NASA and commercial organisations have looked at various technologies of ISRU utilising materials gathered from the surface of Mars. Whilst none are specifically referenced, one of the latter worth mentioning here was the MARCO POLO/Mars Pathfinder study conducted by engineers at Kennedy Space Centre in 2016.
MARCO POLO comprised an integrated system of a mock-up lander vehicle containing a “pressure cooker” designed to extract water, hydrogen and oxygen from an analogue of Martian regolith, and a robotic excavator, the Regolith Advanced Surface Systems Operations Robot (RASSOR). Operating on an automated basis, RASSOR demonstrated how a robot vehicle could harvest the analogue material from a test sandbox, and then deliver it to the mock-up lander for processing – with a robot “hopper” vehicle acting as a transfer vehicle between RASSOR and “lander” when the former was operating at greater distances from the that, so that RASSOR didn’t have to spend time making the transfer itself.
Ultimately, MARCO POLO went no further than the demonstration phase – the work was later re-targeted for use on the Moon in order to further develop concepts for use in the proposal Resource Prospector mission. However, the mission was cancelled in 2018 whilst still in its formulation stage.
This report might yet encourage the ideas developed by MARCO POLO (which also included the testing of a robot “hopper” tractor which could be used as an intermediary for transferring material from RASSOR to the “lander” thus allowing RASSOR to focus on gathering surface materials without having to constantly trundling back and forth to the lander to make the transfers itself) to once again be considered for future use on Mars.
Has JWST Found an Actual Water World?
LHR 1140 is a nominally unremarkable class M dwarf star located some 48 light-years away, and is now known to have two planets orbiting it. The first, discovered in 2017 and called simply LHS 1140 b, was initially thought to be an gaseous “mini Neptune” some 1.7 times the size of Earth and orbits its parent star every 25 terrestrial days. However, studies using the James Webb Space Telescope (JWST) during a series of observations of the planet as it transited its parent star have shown the planet is actually a rocky “super Earth”, with around 5.6 times the mass of our planet; what’s more, these studies have turned up a curiosity with the planet: calculations of its density suggest it has an abnormally – by Earth standards, at least – high level of water, with between 10-20% of the planet being water by mass (for comparison, only 0.02% of Earth is water by mass).
An artist’s impression of exoplanet LHS 1140b, (foreground) orbiting its red dwarf parent. Located 48 light years from Earth, recent studies of data gathered by the James Webb Space Telescope (JWST) suggest the planet my have a high percentage of water content by density. Credit; European Southern Observatory (ESO)
This potentially means that LHS 1140 b is the first confirmed “water world” discovered outside of the solar system. However, whether than water exists as a liquid or as ice (in full or in part) is open to question. Obviously, for LHS 1140 b to have liquid water present on its surface, this requires a dense enough atmosphere – and it’s going to take another year of observations at least to determine whether it does have an atmosphere, its composition and its density. In some ways, the odds of this being the case are weighted against LHS 1140 b.
Planets orbiting their parent star as close as LHS 1140 b does to its star face two challenges. The first is that class M stars like LHS 1140 are generally very violent, prone to excessive outbursts of flares and mass ejections. This can, given enough time, rip away any atmosphere of a nearby planet – and at just 9.6% the average distance between the Earth and the Sun, LHS 1140 b is very close to its parent star. The second is that such proximity to its star means that LHS 1140 b is tidally locked with its parent, always keeping the same hemisphere facing the star and in perpetual light and the other in perpetual, freezing darkness.
The first might be mitigated by the fact that LHS 1140, by red / brown dwarf standards, exceptionally calm. Therefore, it is possible that LHS 1140 b may have had a dense enough atmosphere to survive the star’s more violent phases and even now remains dense enough to support liquid water on its surface – at least within one hemisphere; the other will undoubtedly be frozen, and the regions separating the two subject to storms.
Size comparison of the two known planets of LHS 1140 with Earth. Credit: Martin Vargic
But even if the planet does not have an atmosphere, this also doesn’t necessarily all of the water it may contain is frozen; it may actually mean the planet is a gigantic “exo-Europa”, a planet covered in a shell of ice tens of kilometres thick and with a liquid water ocean beneath it, thanks to a mix of natural heating from the planet’s core, a degree of gravitational flexing as it is influenced by the gravities of both its parent star and the other known planet in the system, LHS 1140 c, and as a result of direct heating from the star itself.
This in turn raises a further point of intrigue and speculation. If LHS 1140 b does have an atmosphere, it could mean that whilst the majority of the planet is covered in ice, a single ocean – a “bull’s eye”, if you will – might exists at the point where the planet consistently receives the greatest amount of heat and light from its parent star. Estimates made by the astronomers studying the planet suggest that such an ocean could be up to 4,000 km in diameter – roughly half the size of our Atlantic Ocean – and with water temperatures reaching around 20oC, which is very approximately the average temperature of the Atlantic Ocean between the tropics.
Two possible looks for LHS 1140 b; with Earth sitting alongside for comparison. This rendering shows two of the speculated looks for the exoplanet: as a completely ice-covered world (with or without and atmosphere) similar to our own Europa, or as a largely ice-covered world with a denser atmosphere and a “bull’s eye ocean” sitting at a point where it receives the greatest amount of light and warmth from its star. Credit: B. Gougeon / UdeM
Obviously, if this were to be the case, then LHS 1140 b would be a truly unique world; the problem being that unless we manage to send to probe to it, we’ll never be able to look down on such a strange sight. And even putting aside the idea of such an exotic ocean existing on a faraway world, it’s going to take as much as a year’s worth of careful observations of the planet in order to be able to detect whether or not it has an atmosphere.
There is still a lot to be learned about LHS 1140 b, including whether or not it has an atmosphere, as noted above. But right now, all the evidence points to the fact that whether fully or partially ice, the fact that LHS 1140 b appear to have so much water in terms of its mass has important connotations for the potential of water being present on other worlds beyond our solar system.
Ariane 6 Launch Update
On Tuesday, July 9th, as as previewed in my previous Space Sunday article, the European Space Agency (ESA) successfully completed the maiden launch of its new Ariane 6 heavy lift launch vehicle (HLLV).
The rocket departed the pad at the Kourou launch site in French Guiana at 1901 UTC, making a flawless ascent, its two solid rocket boosters separating just over two minutes into the flight at an altitude of 62 km. The core stage, powered by its single Vulcain motor, continued to burn for another 6 minutes, carrying the upper stage to orbital velocity prior to shutting down and the core stage separating. The upper stage Vinci motor then fired to raise the vehicle onto its designated orbital track so that deployment of the rideshare payloads could commence from a 577-km altitude circular orbit.
Deployment of the core payloads proceeded smoothly and was completed within two hours of launch. However, problems were encountered during the demonstration of the Vinci engine’s ability to restart itself. Two engine burns were schedule for the flight, the second of which failed when the auxiliary power unit (APU) controlling the engine’s restart suffered an anomaly. This curtailed the planned de-orbit burn of the upper stage, leaving it in orbit. This caused the planned deployment of two re-entry test capsules to be cancelled. The upper stage is now expected to undergo a natural orbital decay and re-enter the atmosphere on its own in the future.
Despite this issue, the launch is seen as a success, and ArianeGroup and ESA are now focused on the next Ariane 6 launch, which is due to place France’s CSO-3 spy satellite into orbit later this year.
The following notes were taken from the Thursday, July 11th, 2024 Combat User Group meeting. They form a summary of the core items discussed and responded to by Lindens, and are not intended to be a full transcript.
Meeting Overview
The Combat User Group exists as a forum to discuss improvements to the Linden Lab Combat System or LLCS to better support combat in Second Life.
The core idea is to provide additional events and capabilities which sit on top of LLCS to provide combat creators with better tools with which to create better combat systems for their specific scenarios.
It is not intended to be a complete combat system in and of itself.
The meetings are the result of a proposal document on improving the native damage system in SL, written by Rider Linden, and which is the focus for both the meeting and any work arising from them.
These meetings are conducted (as a rule):
By Rider Linden, with the support of Kyle Linden.
On alternating Thursdays (rotating with the Content Creation User Group) at 13:00 SLT. Meeting dates are recorded in the Second Life Public Calendar and at this location.
In local chat.
Discussion topics, requests, etc., can be found on the SL Feedback Portal Combat Board.
The current iteration of server-side Combat 2.0 support is due to start deployment to the Bluesteel simulator RC on Wednesday, July 17th as a part of the Summer Fun simulator update.
Linden Lab has carried out some testing to ensure regions which do not have the Combat 2 updates will continue to operate the same way they do now.
Rider Linden is going to have the Concord and Lexington Combat regions moved to the Bluesteel RC so they are available for testing after deployment of the update.
Issues / feedback should be reported via the Support Portal Combat Board.
Feedback: How to Help New Users Discover Combat Opportunities in SL
Product Manager Kyle Linden asked for suggestions on the kinds of questions new residents might ask to in order to discover and participate in SL combat activities. Reponses included:
The basic questions: can combat / war games be played in Second Life? What kinds of combat are available? How do I find out more about them? How do I enrol? Where can I obtain weapons?
It was suggested a themed welcome hub with a selection of free weapons and some portals to newbie friendly combat regions could help solve some of these questions.
A themed welcome Hub might allow Combat Communities to apply for Community Gateway status and direct users signing-up through them to the “Combat Welcome Hub”.
A further suggestion was to have Combat added as a Search category.
Kyle Linden indicated LL was considering some newcomer friendly enhancements to linden Combat regions: teleporting to a safe parcel within them, where users might find a basic free weapon kiosk or random weapon spawner.
In support of this, it was suggested Linden Combat regions include a basic “Combat Experience” to ensure all permissions requests are either suppressed and / or correctly set and ensuring things like gestures for reload, semi/burst/auto, etc., are available.
It was also suggested that all entering the regions be required to accept the Experience in order to exit the safe parcel and participate in combat within the Linden Combat regions.
In Brief
As the initial Combat 2 updates have reached deployment, Rider considering folding the combat User Group meetings into the Tuesday Simulator User Group meetings.
Given there is already a lot of cross-over between the two, this makes sense.
The suggestion was made to conclude the Combat User Group with a combat meet- up on the Lexington region once deployment has completed. This would be the meeting currently scheduled for Thursday, July 25th.
It’s been reported that there is issue in which a damage object (generated by llRezObjectWithParams) collides with a non-avatar in the same frame, it does not actually do damage (see: Damage objects should send damage to the nearest recipient).
This is seen as a collision order issue (e.g. damage is always delivered to the first thing it hits – so this is a question of which gets the collision first).
Rider is aware of the issue, but is unsure how best to address the problem.
Additional Canny tickets:
Damage Over Time – this raises potential shortfalls with applying damage over time. This is currently marked as Under Review, pending consideration for future implementation.
Rezzing delays affect all scripts in an object – this is not limited to being a Combat-specific issue. This is being tracked, and it is hoped LL will have a fix available in a near-term simulator maintenance release.
Improved Mouselook for Combat and Immersion – this has been a topic of discussion at several combat meetings. As has been noted, this requires a pull request / code contribution from NiranV Dean (Black Dragon developer), who has stated he will endeavour to do so, once he has had the time to fine-tune and bug-fix the code some more.