Coda Haze, January 2025 – click any image for full size
Aisling Shade invited me to visit the new home of Coda Haze and the Coda music venues ahead of its official opening on Monday, January 20th, 2025.
Occupying half a Full private region leveraging the Land Capacity Bonus, the new iteration of Coda Haze, offers an expansion on its former quarter-region, with some redesign work put in around the town space and which includes the Myrdin Motel, which Aisling describes as “a nod to Lynchland”, the former artistic setting depicting the works of David Lynch; a particularly poignant inclusion, given the sad news of his recent passing.
Coda Haze, January 2025
Four of the major music venues within the setting comprise the Park, which at the time of my visit was set as the Landing Point (not enforced) and the eastern beach alongside the park and reached by a bridge spanning the local stream. There’s also Code Red and Coda Black, occupying the large building in the centre of the local town.
Coda Haze is an alternative to the busy, competitive and sometimes confusing club culture in SL. We provide the venue, good music and happy vibes, but really this is about you… on your terms. We respect all of your free time and there’s never any obligation to support us. We won’t use gimmicks or high pressure tactics to increase traffic. Come because you want to be here.
– Aisling Slade on the music and culture at Coda Haze
Coda Haze, January 2025
However, before going any further, I should note that Coda Haze has been rebuilt using PBR materials, and while Aisling has tried to provide fallback Blinn-Phong (“legacy”) materials, this has not been possible throughout the setting; therefore it is best experienced using a PBR-enabled viewer. I would also recommend using the Shared Environment whist exploring, although admittedly I did play with the position of the Sun is a couple of images here.
To ease getting around, a teleport network is provided, with stations available at all major points of interest; however, it is easy enough (and more pleasant) to wander on foot from place to face and full appreciate all Coda Haze has to offer (that said, you will need the teleporter system to reach the skyborne Cosmic Factory tavern). There’s also a hover bike rezzer located on the edge of town alongside the steps up from the park and outside the Tea Room. This will carry you around all of the ground-level areas on the setting on a guided tour.
Coda Haze, January 2025
As well as the club venues and motel mentioned above, the setting offers two large swimming pool / spa locations, one overlooking the the beach to the east side beach and its music venue, the other (indoor) pool to the west, standing with its back to one of the two private areas within the setting: the western beach. The other private area is the large town house alongside the swimming pool’s greenhouse-like structure.
Alongside the private beach on the west side of the region is a rocky lagoon that is open to the public and linked to the rest of the public areas in the setting by a couple of rocky tunnels. It forms a neat little hang-out with a neat sense of isolation from the rest of the setting whilst still being a part of it, and offers the setting’s final music venue.
Coda Haze, January 2025
The first sets – and opening – of Coda Haze will commence at 18:00 SLT on Monday, January 20th, 2025, and will feature DJs Kaylee Wickentower (through to 19:00 SLT), followed by DJ Aisling Shade, both of whom will provide a mix of music genres, including psychedelic and dance. After the opening, weekly events will be held as follows:
18:00-20:00 SLT, Mondays, and Wednesday through Friday.
10:00-12:00 noon, Sundays.
Coda Haze, January 2025
Mixing music with places to see and venues for general socialising, the new Coda Haze makes for an engaging visit – and I’ll leave it to you to find the hidden bunker 😉 .
It’s been a while since I have had the pleasure to review an art exhibition by Melusina Parkin. There are several reasons for this, both as a result of the physical world keeping Melu occupied and constraints on my own time. Hence why, when she passed me a personal invitation to see her latest collection, I was keen to find time and hop over.
Dreamscapes is a collection of 64 landscape images captured by Melu from around Second Life and displayed within her Minimal Gallery. Presented in Melu’s sharply-focused, minimalist style, all offer in a mix of soft tones and monochrome. Spread across the gallery’s two levels, it is a captivating display of images.
Melusina Parkin, Dreamscapes – January 2025
Mixing both old and new pieces, all with minimal (or no) post-processing, instead reliant on the image capabilities within the viewer itself, Dreamscapes takes the visitor on a tour of Second Life by revealing not the whole, but merely a part; a tree, a ruined lighthouse, a cabin on the sand, a broken fence, the corner of a motel or industrial building and its parking lot, and so on. In doing so, each opens the first page of a story – or perhaps the foreword to a dream.
What that story might be is personal to each of us; each picture given us just enough to set the imagination rolling. It’s a technique used by Melusina to great effect in her work, and here it serves a double purpose: it both prompts us to create narratives around what we see, and it demonstrates that Second Life itself is a place of the imagination; of dreams made real, the places we as creators would like to live within or visit. That it is, if I might borrow from Edgar Allan Poe as Melu borrows from Shakespeare, “a dream within a dream”.
Melusina Parkin, Dreamscapes – January 2025
In keeping with Melu’s more recent activities in respect to her exhibitions, Dreamscapes is also offered as a catalogue of prints presented under her Melubooks brand and costing L$100. I personally love this approach to additional presenting art in Second Life; we all only have so much space in-world in which to place images and presenting collections in this way offers a unique way be ways we can share them over and again at leisure.
As always, I thoroughly recommend Dreamscapes and Melusina’s art for your enjoyment.
New Glenn NG-1 rises from SLC-36, Canaveral Space Force Station, Florida, on the morning of January 16th, marking the start of the vehicle’s maiden flight. Credit: Blue Origin
This past week marked several space launch events and announcements, including India’s first successful on-orbit rendezvous and docking between two of its satellites, However, for this edition of Space Sunday, I’m focusing on the two “biggies” of the week.
New Glenn NG-1: Primary Goal Met, even with Booster Lost
On Thursday, January 16th, 2025, Blue Origin’s New Glenn rocket finally lifted off on its maiden flight after multiple delays over a 4-year period.
Originally targeting 2020/21 for a first launch, New Glenn was delayed numerous times both as a result of changes to the vehicle’s overall design (some coming as late at 2018), technical issues in development, external forces such as the COVID-2 pandemic, and as one Blue Origin executive put it in 2018, “we study a little too much and do too little.”
Such was the delay that the company lost the chance to debut New Glenn with a high-profile launch – that of NASA’s EscaPADE mission to Mars. In late summer of 2024, the US space agency became concerned enough over Blue Origin’s ability to meet the required November 2024 launch window for the mission, the decision was made to push back EscaPADE to a spring 2025 launch date. Instead, the first New Glenn flight – NG-1 – took place with a prototype / demonstrator payload of another of the company’s vehicles, Blue Ring. This is a spacecraft platform designed to support spacecraft operation, under development by Blue Origin. The platform is to be capable of refuelling, transporting, and hosting satellites.
An artist’s impression of a Blue Ring vehicle in Earth orbit with its pair of 22-metre solar arrays deployed to provide electrical power and propulsion. Credit: Blue Origin
With a payload capacity of up to three tonnes and fully able to be refuelled itself, Blue Ring is capable of performing the role of a space tug, moving payload between orbits and itself capable operating in geostationary orbit, lunar orbit, cislunar space and within the Earth-Moon Lagrange points. This makes it a highly flexible vehicle, something added to by its mix of electric and chemical propulsion systems and its ability to be carried by a range of launch vehicles as well as New Glenn.
This first flight on Blue Ring did not see the vehicle detach from the rocket’s upper stage; instead, the launch was to test of whether New Glenn could accurately deliver it to an assigned orbit with a high level of accuracy and whether the vehicle’s own flight and data-gathering systems operated correctly. Both of these are key to both New Glenn and Blue Ring gaining certification to carry out US National Security Space Launch (NSSL) operations.
New Glenn on the launch stand at SLC-36, as seen from the just off the Florida coast. Note the large black object alongside the rocket is the Launch Table, a platform used to hold the rocket in both its horizontal orientation when being rolled-out from the integration building to the pad, and provide launch-tower like support when the vehicle is upright. Credit: Blue Origin
Lift-off for NG-1 came at 07:03 UTC on January 16th, the 98 metre tall two-stage vehicle rising from Space Launch Complex 36 at Canaveral Space Force Station. All seven BE-4 liquid oxygen / liquid methane engines on the first stage worked flawlessly, successfully pushing the vehicle up to a stage separation some 21 km above the Earth. The upper stage then lifted the Blue Ring pathfinder into an elliptical medium Earth orbit (MEO) with an apogee of 19,300 km and a perigee of 2,400 km at a 30-degree inclination (and not a “low Earth orbit” as some outlets reported) some 13 minutes after launch.
While the payload did not separate from the New Glenn upper stage, its on-board systems did power-up, allowing it to provide detailed telemetry as to its position and orbit – confirming it had deviated less than 1% from its optimal orbital track. Over a 6-hour period the pathfinder vehicle completed all assigned tasks, and the New Glenn was “safed” (all remaining propellants and any potentially hazardous elements such as batteries, vented / jettisoned).
All of this marked a highly successful maiden flight for New Glenn – which already has a fairly full launch manifest. However, there was one hiccup: Like SpaceX’s Falcon family, New Glenn’s first stage is designed to be recovered and re-used; and while ambitious, Blue Origin hoped to achieve what it admitted was “secondary goal” on the flight, and one unlikely to happen, a successful recovery of the NG-1 first stage aboard the Landing Platform Vessel Jacklyn, station-keeping some 1,000 km off the Florida coast.
However, following second stage separation, the first stage of the booster entered into a re-entry burn using three of its main engines, and at T+ 7:55, telemetry froze at the planned end of that burn, indicating the stage had been lost at an attitude of approximately 26.5 km while travelling at some 6,900 km/h.
Exactly what happened is unclear – the stage loss is now subject to a Federal Aviation Administration (FAA) Mishap Investigation which, following standard FAA practice, will be led by Blue Origin as the launch vehicle operator, and subject to FAA oversight. It is not clear at present in this investigation will impact on upcoming New Glenn launches; that will depend on what is identified as the cause of the loss.
Starship IFT-7: Booster Caught, but Exposed the Risks
Almost on January 16th, 2025, SpaceX attempted the seventh integrated flight teat (IFT) of their Starship / Super Heavy (S/SH) launch system. The launch featured Booster 14 (a Block 1 – i.e. “original version”- vehicle) and a Ship 33, a Block 2 craft said to feature multiple updates and improvements to increase “reliability, capability and safety”.
Chief among the changes to the Block 2 series of Starship vehicles and their predecessors are:
An increase in hull length by 3.1 metres.
Redesigned forward aeroflaps, which are smaller and thinner than Block 1, thinner, and positioned both further forward and more leeward (further “up” the hull relative to the heat shield in an attempt to reduce their exposure to plasma flow heating during re-entry).
A 25% increase in overall propellant load.
Redesigned flight avionics, improvements to the interstage venting.
Additionally, Block 2 vehicles are specifically designed to fly with the upcoming Raptor 3 engine, which is an even lighter variant of the motor (1.525 tonnes), wither greater maximum thrust (280-300 tonne-force (tf) at sea level compared to Raptor 2’s 230 tf). However, Ship 33 flew with Raptor 2 motors. The Block 2 vehicle is also the first variant of Starship reportedly designed to lift 100 tonnes of payload to LEO.
IFT-7 was to be a further proving flight for S/SH, with a number of core milestones:
Vehicle launch with booster recovery.
Starship sub-orbital insertion & on-orbit re-light of engines.
Starship deployment of a dummy Starlink payload via a “pez dispenser” hatch.
Starship re-entry test and possible splashdown.
It’s important to note that whether or not Ship 33 survived re-entry was to be questionable. Ship 33 had a reduction in the area of its hull covered by thermal protection system tiles in an attempt to reduce vehicle mass and complexity, and intentionally had a number of tiles removed from various points to test the ability of the steel used in the vehicle to withstand heating (the areas devoid of tiles will eventually mount the “catch pins” required during launch tower recovery operations.). Therefore, the loss of this vehicle during re-entry was considered likely, even if everything else went smoothly.
Ship 33 and Booster 14 lift-off from Boca Chica, Texas at the start of IFT-7, January 16th, 2025
IFT-7 launched from the SpaceX facilities at Boca Chica, Texas, at 22:37 UTC, and the initial ascent proceeded smoothly. At 2:32 into the flight and at around 60 km altitude, the booster shut down all but its central three directional motors ready for “hot staging” – the ignition of Ship 33’s six motors and its separation from the booster. This took place at T+ 2:46, the booster immediately re-lighting all but one of its inner ring of 10 fixed motors at the start of the boost-back manoeuvre designed to stop its ascent and push it back towards the launch point.
Boost-back lasted some 42 seconds before the inner ring of motors on the booster shut down again, immediately followed by the jettisoning of the hot stage (the ring mounted between the booster and the starship and used to deflect the latter’s exhaust flames away from the former during the hot staging sequence. At this point the booster was in an aerodynamic fall / glide back towards Boca Chica, the fall becoming increasingly vertical as it closed on the launch point.
Just over 3 minutes after shutting-down from boost-back, all 10 motors on the booster’s inner ring re-lit at approximately 1.2 km altitude, slowing its decent, before shutting down a final time 8 seconds later, allowing the three directional motors to both continue to slow the boosters descent to a hover and guide it between the “chopstick” arms of the launch tower’s “Mechazilla” mechanism for a successful “catch”, marking a successful conclusion to the initial two milestones for the flight.
Meanwhile, Ship 33 continued its ascent towards a sub-orbital trajectory. Then, at 7:39 into the flight and at an altitude of 141 km, telemetry indicated one of Ship 33’s inner three inner sea-level Raptor motors prematurely shut down. Fourteen seconds later, livestream camera footage appeared to show flames from an internal fire passing over the exposed hinge mechanism of an aft flap. This is followed by telemetry indicating the loss of a second sea-level Raptor, together with one of the outer three vacuum-optimised Raptors, likely resulting in an off-centre thrust from the three remaining motors (only one of which – the central sea-level motor – could be gimballed to provide directional thrust to counter the thrust bias from the two fixed outer motors.
At 8:19 into the flight, and at altitude of 145 km, telemetry indicates the last of the remaining central motors and one of the two outer motors were no longer functioning. Seven seconds later, telemetry freezes, suggesting at this point the vehicle was breaking up. As has been seen from numerous videos released over social media, it appears the vehicle exploded (euphemistically called “a rapid unscheduled disassembly” by SpaceX, a term making light of the potential harm such an event can cause).
A close-up of a still from the IFT-1 livestream showing one of the hinge mechanisms on a aft flap of Ship 33 – flames are just visible passing through the aperture. Credit: SpaceX
SpaceX founder Elon Musk made light of the event, stating SpaceX had already likely identified the cause – a propellant leak resulting in a fire within the aft section of Ship 33 – and the next flight, planned for February will not be affected.
Whether this is the case or not remains to be seen; like it or not, the FAA have called for a mishap investigation; there’s also the fact the break-up of Ship 33 highlights the potential risk of flights out of Boca Chica. These carry ascending vehicles directly over over the Caribbean and close to many of the islands and archipelagos forming the Greater Antilles (including the Bahamas, Cuba, the Turks and Caicos, Hispaniola, Puerto Rico and the Virgin islands) – thus presenting a high risk of debris falling on populated areas.
As it is, debris from this flight has been reported as striking the Turks and Caicos Islands (fortunately without injury), and the spread of debris required the delay and diversion of numerous flights from and into the region (whilst passengers in some already in the area witness the aftermath of the vehicle’s destruction). These points alone warrant a review of the risks involved in launches out of Boca Chica.
On Friday January 17th, 2025, Linden Lab announced improvements to the financial and billing systems used by Second Life as provided by Tilia, the Lab’s trusted billing partner.
In the interests of clarity and first-hand reading, I’m not going to list everything in here; better than people read the Lab’s own post. However, the following points are worth highlighting:
The changes and updates are being deployed over the rest of January 2025, and on a rolling basis. Therefore, users will see them come into effect as they are applied.
The will result in a series of updates in how information is displayed within various web properties (e.g. the Cashier page, the Add Payment Method page, etc.).
There will be no changes to fees for existing services. However, new pay-out types and speeds that will be coming soon may have different fees based on the underlying costs involved with those pay-out methods.
From January 30th, 2025, Skrill will no longer be available to add as a new payment or pay-out method.
Those already using Skrill as a payment or pay-out method, you may continue to do so as long as it remains active in your account.
However, if anyone using Skrill removes it as as their payment / pay-out methods after January 30th, 2025, they will not be able to re-add it.
Once these changes are active, the following countries will no longer be supported with new pay-out connections: Azerbaijan, Belarus, Bosnia-Herzegovina, Kazakhstan and Russia.
Through our partnership with Tilia, these updates create a more modern and sustainable foundation for managing Second Life’s economy. The system now automatically reconciles transactions nightly, allowing for accurate and efficient handling of payments and balances. Users will continue to have the flexibility to manage their balances and payment methods while benefiting from improved security and reliability.
Simurg + Winter Valley, November 2024 – blog post †
The following notes were taken from my audio recording + the video recording by Pantera (embedded at the end of this summary) of the Third-Party Developer meeting (TPVD) held on Friday, January 17th, 2025. My thanks to Pantera as always for providing it.
Meeting Purpose
The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
Dates and times are recorded in the SL Public Calendar, and they re conducted in a mix of Voice and text chat.
The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.
Release viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20 – No Change.
Release Candidate: Forever FPS, version 7.1.12.12793544240, January 17, 2025.
Numerous crash and performance fixes.
Upcoming Viewers
ForeverFPS surfaced somewhat faster as an RC viewer than had been anticipated at the CCUG meeting.
Other plans for viewer updates are under review; there a numerous code commits in the Develop branch awaiting a viewer, but collectively, they are regarded as to many to all go into a single viewer update, so the order of release over several viewer updates needs to be determined.
WebRTC / Updating to Viewers with WebRTC Support / Rendering Holdbacks
Further re-iteration of the desire to see as many users as possible to move from viewers which lack WebRTC support (e.g. Firestorm 6.6.17) to those (predominantly PBR-based) viewers with the WebRTC support, so that the Vivox service can be turned off across the grid.
A further request was made as to why people are resistant.
Once again, the response was largely around the quality of the reflections / general look of the Linden Water plane on PBR viewers, lack of exclusion volumes for water; darker ambient tones to natural lighting.
Ambient issues, particularly with legacy EEP skies should have been largely corrected in ExtraFPS.
It was also pointed out that there are cohorts of users who are happy with what works for them, even if half their in-world view seems to be “broken” in some manner, and simply will not update as long as the viewer they use can still access SL.
A particular issue here with regards to WebRTC, is that while a high percentage of users are not updating to viewers with PBR + WebRTC support, it is not clear how many would be adversely affected by the loss of Vivox voice, given that many in SL rarely, if ever use Voice. If the number is small, turning off Vivox might not be an issue; if the number is large, it could cause people to abandon SL.
It was also suggested that wider communications from LL (and TPVs) on the nature of upcoming changes like WebRTC might help to make users more aware of what is going on.
In response to exclusion volumes and water quality / reflections, Geenz Linden noted:
There might be a way to provide exclusion volumes for water (e.g. to prevent water rendering inside boat hulls, etc.), but the issue is complicated.
There has been a regression in the way water appears and generates reflections; part of this was the result of the “pre-PBR” means of rendering water required multiple passes, which became a performance issue. However, improving water is on his list of things to do, and he hopes that some of the ideas he has will also help improve screen space reflections (SSR) .
However, he also indicated that bring back “full real-time reflections” on water is a not insignificant ask, and will likely only be possible after the moiré system has been further optimised, as reflection generation will likely piggyback off of that. As such, the work to recover water reflections will take time and will be iterative in nature, and there may be impacts on the general appearance of water.
Commenting on SSR, Geenz also noted that while improvements can be made, it will be “really hard” to return SSR quality to pre-PBR – but then, pre-PBR SSR had its own performance issues. As such, work in this area requires careful consideration on how to make improvements without impacting performance.
[Video: 24:14-29:30] General discussion / opinions on how and where to present assorted graphical settings and options within the Preferences / debugs, and how users understand / learn about the viewer’s internals.
[Video 30:16-32:25] Discussion on graphics and lighting – improving HDRi rendering, ambient like, introducing punctual lighting, using physical units for lighting.
[Video: 37:14-43:40] EventQueueGet is a simulator Capability that delivers messages from a simulator to viewers over HTTP using a long-poll scheme. It is core functionality without which viewer/simulator coordination is impossible. However, a number of defects in the design and maintenance of this capability have been found (see here for both defects and proposals to resolve).
Monty Linden has implemented a “phase 1” project to address some of these issues, and has set-up a channel of several regions on Aditi (the Beta grid) for public testing of the changes to validate that they do not in fact break anything. He has also published information on how users can help with the test and what is involved in the “phase 1” work.
During the meeting, he requested that people take the time to visit the test regions, carry out TPs and physical crossing between regions, leaving suitably scripted objects running on the regions, etc., per the testing information forum topic and report back via the topic or via the Feedback Portal.
This work may become part of the Banana Bread simulator release (still in the process of being defined), and further references to the work will most likely be via the Simulator User Group meetings.
User groups for discussing Project Zero / SL Mobile:
The Project Zero viewer-in-a-browser project is open for discussion at the Web User Group (as Sntax Linden leads both the WUG group and Project Zero); and it has been indicated it might spin-up its own user group in time.
There are internal discussions going on in the Lab about starting a SL Mobile User Group. More to follow on this.
† 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 gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.
Borkum, January 2025 – click any image for full size
I was surprised to see that it’s been over a year since I last visited Yoyo Collas’ Homestead region of Borkum (see: Borkum’s Winter in Second Life); so long, in fact that I gather the region may have vanished for a time from the grid. However, it is now back within a new location, and I’ve been keen to make a revisit.
As I noted back in November 2023:
Drawing its name from the Lower Saxony island which forms the largest and westernmost of the East Frisian Islands as it sits alongside the border with the Netherlands, and caught between the North Sea and the Wadden Sea, Yoyo’s Borkum has always been a place that is both photogenic and a reminder of how good it is to spend time away from the bustle of life and simply be.
Borkum, January 2025
This remains the case now as much as it did then; the major difference being that with this iteration of Borkum, spring has once again returned, allowing it to offer a welcome promise of what is to come for those of us in the northern hemisphere as winter moves increasingly behind us and spring draws ever closer.
One of the delights of Borkum is that whilst the island many change in its overall look and feel with each iteration, it retains many elements from past designs – such ats the Apple Fall Old Manufactory -, so as to always hold the feeling that one is returning to familiar and comfortable place.
Borkum, January 2025
With its central upland grasslands and surrounding beaches, this iteration of Borkum is very much a haven for both wildfowl and domesticate animals – horses, sheep, cattle, chickens. The latter are all clearly ruled over by the island’s felines (just as cats hold sway over our physical lives, whatever we might think; as the saying goes – dogs have owners, cats have staff!).
The wildfowl and birds range from geese through seagulls, cormorants, egrets, cranes and even swans. Together with the animal life they offer many opportunities for photography; but so to does the natural beauty of the region. The grasslands of the hills are awash with colour thanks to the meadow flowers, poppies and other blooms which almost completely hide the grass, whilst the scrub trees, buildings and other structures all add to the picturesque nature of the setting.
Borkum, January 2025
I’m not going to describe how to explore the island – it is easy enough to work out for yourself; the paths offer hints, pointing places of interest, but really, Borkum is a place to simply wander and to sit and allow the time to pass, either on your own or in company. For those so minded, there is a sailing boat slowly circling the island visitors can sit upon, but there are more than enough places on land for people to enjoy if the boat is already occupied when you visit.
The sense of solitude present on the island is enhanced somewhat by the hints that it might be the retreat for an artist, and which also happens to offer opportunities for visits dropping by, thanks to the beaches and the little café.
Borkum, January 2025
Rather than say anything else, I’ll close with the words Yoyo has written for the region, as they are the most fitting:
Far out in the endless northern dance, where waves weave patterns in a timeless trance, lies an island, where winds still play, Borkum, a gem in the ocean’s sway. The gulls sing clear, a hymn to the skies, of horizons that promise where the future lies. The briny air speaks bold and free, of ventures shaped by the restless sea.
Borkum, January 2025
Upon the shore where stories remain, where amber gleams in a golden chain, an eternal symphony calling us all. When the night lays out its starry veil, and the breeze unfolds its ocean tale, you’ll dream of Borkum, the boundless strand, the island of wonder, the promised land.