Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, November 17th, 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 7.1.10.10800445603, formerly the DeltaFPS RC, dated September 11, promoted September 17 – NO CHANGE.
Release Candidate: ExtraFPS RC, version 7.1.11.11750364439, November 12 – New.
La Côte Sauvage, November 2024 – click any image for full size
In September 2024, I visitedLa Côte Sauvage (The Wild Coast), a natural location held and designed by Second Life artist-photographer Caly Applewhyte (Calypso Applewhyte). Taking its inspiration from the Breton Coast, France, it was at that time located within half of a Homestead region.
And while people might say a year is a long time in politics, just a matter of a couple of months or so can be an age in Second Life! Because that’s all it has taken for La Côte Sauvage to change location and expand, offering a setting both familiar and new to explore.
La Côte Sauvage, November 2024
Whilst still occupying one half of a region, the region in question is now a Full region held by Caly, with La Côte Sauvage running north-to-south along its western half, the Landing Point sitting roughly between the northern and southern extremes. I’m not sure when the move was made, but at the time of my visit, it did appear as if one or two things were still in the process of being placed / awaiting placement, with the little puppy happy in his sleep from the previous iteration still resting, but at the time I dropped in, floating serenely above and behind one of the setting’s little cabins, together with floating hovering overhead not too far away.
The cabin in question is one half of the Trompe Loeil Yara Treehouse, as carried forward from the previous build, with its remaining half (also sans supporting trees) has been transplanted to the southern end of the landscape. They are not alone in being carried over, as those who visited La Côte Sauvage in its “old” home will realise as they wander; there is much here that is familiar – and rightly so – within the expanded landscape. But this is not to say the setting is the same; there is also much that is new.
La Côte Sauvage, November 2024
Take, for example, the the henge-like standing stones and the ruined chapel on the headland beyond them; both echo the presence of the ruins that occupied the former Côte Sauvage, complete with the henge stones speaking to an ancient past; but the manner in which henge and chapel ruins speak of age is very different to the ruins which had resided in the former build. Similarly, while the Romanesque pavilion and its refreshments appears here, it now sits within a more shelter location, complete with a new view over the land as it sits at the edge of the setting’s rich woodland.
These woods occupy most of the eastern side of the land, set back and above stream and sandy coast as if ready to rebuff any harsh winds that might otherwise seek to make their way inland; and the winds and the sea here can indeed be hard and cruel, as evidence by the wreck of a ship driven on to rocks to the north. However, shelter from the harshness of the sea is offered by a headland, an island and a causeway of rock, all of which conspire to guard an inlet cutting into the land before the Landing Point. It is here that a stream bursts froth from rocks below the treeline and bubbles and rushes the short distance to the waters of the inlet, passing under one of several bridges aiding walkers in their explorations as it does so.
La Côte Sauvage, November 2024
It is within the trees that a meandering path might be found, offering another route of exploration running roughly north-to-south. It can be reached from several points, although probably the easiest is to take the steps winding up between the rocks at the north end of the setting, close to the cabin there, or by climbing the stone steps to the Romanesque pavilion and then making your way through the trees until you reach it.
This path actually straddles the parcel boundary between the two halves of the region, the woodlands doing to as well. This given the impression that the two halves of the region might be somewhat contiguous – although the different EEP settings used in each also belies this. I frankly have no idea if the two halves, even if thematically different, are supposed to run together and be open to all who visit; at the time of my visit, the east side was very much under development, so I kept my nose out as far as possible so as not to interfere.
La Côte Sauvage, November 2024
Several places to sit can be found along the woodland trail, together with a mystical altar. Quite what rituals the latter might be for, I have no idea, but its presence added a shade of misty to the woods.
In terms of mystery, the altar might be matched by the mysterious building on the island protecting the inlet mentioned earlier. Built into the island’s peak and at first resembling an old bunker, it is in fact the entrance to Caly’s gallery space: take the teleporter inside to reach it. Built around a central lobby, the gallery offers four halls in which past exhibitions presented by Caly across Second Life continue to be celebrated. Just click the tree stump to return to ground level, either at the bunker or the landing point.
La Côte Sauvage, November 2024
As with its former location and design, La Côte Sauvage remains a very visual and engaging place to explore and visit, so if you missed it the first time around, now’s your opportunity to catch up!
An artist’s impression of the Haolong automated resupply vehicle, intended to support China’s Tiangong space station. Credit: CCTV
China’s space programme is perhaps the most aggressive in the world in terms of ambitions and speed of development. In the last two decades, the country has been embarked on one of the most forward-thinking human spaceflight programmes, quickly moving from two small orbital laboratories to a fully-fledged space station whilst setting its eyes firmly on the Moon. At the same time, it has shown itself to be the equal of both the United States and Europe in the field of robotic exploration of the Moon and Mars, whilst also seeking to match the United States in pioneering the use of uncrewed reusable vehicles.
Most notably in this latter regard has been the Shenlong orbital vehicle, which I first wrote about in 2023, and which completed its second 200+ day orbital mission September 2024. Whilst not as long in duration as those of America’s X-37B, which it matches in terms of size and secrecy, Shenlong could be broadly as capable. And it will soon be joined by a second Chinese automated spaceplane, one with a similar purpose to America’s upcoming Dream Chaser vehicle.
Called Haolong, this new vehicle is one of two finalists in an 18-month selection process initiated by the China Manned Space Engineering Office (CMSEO) to determine the next generation of resupply vehicles intended to support the country’s Tiangong space station. In May 2023, CMSEO sought proposals from government agencies and China’s growing private sector space industry for vehicles capable of delivering a minimum of 1.8 tonnes of materiel to the Tiangong space station at a cost of no more than US$172 million per tonne. From the 10, in September 2023 four were selected to move forward to a more intensive design and review phase lasting just over a year, with the potential for two of them to be picked for full vehicle development.
A model of the Haolong automated cargo vehicle displayed at the Zhuhai Air Show, November 2024. Credit: China News Agency
On October 29th, 2024, the winning proposals were announced, with the Haolong spaceplane immediately gaining the the most interest due to its nature and the fact it was heavily promoted at China’s annual Zhuhai Air Show, complete with videos showing it in operation and images showing the full-size proof-of-concept development model.
Haolong’s development is being undertaken by an unlikely source: the Chengdu Aircraft Design and Research Institute, operated by the state-owned Aviation Industry Corporation of China (AVIC). Neither Chengdu, which is largely responsible for military aircraft development, nor AVIC has been involved in space vehicle development until now. At a length of 10 metres and a span of 8 metres with its wings deployed, Haolong is very slightly longer and wider than America’s Dream Chaser (9 metres long with a 7-metre span). Like the American vehicle, Haolong is designed to be vertically launched via a rocket, its wings folded to fit within a payload fairing, ready to be deployed once it reaches orbit and separates from its carrier rocket.
Haolong docked at Tiangong, note the open doors with the solar arrays and thermal radiators. Credit: CCTV
Exactly what to overall payload capability for the vehicle might be is unclear; Chengdu have only confirmed it will be able to lift the required 1.8 tonnes to orbit. This is less than one-third the total load carried by the current automated (and completely expendable) Tianzhou resupply vehicle, which can carry up to 6 tonnes to orbit – a capacity Dream Chaser can match.
However, given Haolong’s size and pressurised cargo space – coupled with the fact that the CMSEO requirement included a provision the new resupply vehicles can dispose of / return to Earth up to 2 tonnes of waste / materiel – it would seem likely Haolong’s all-up payload capability is liable to be above the 1.8 tonne minimum should it ever be required to fly heavier loads.
A rendering of the Tianzhou automated resupply vehicle used to support China’s Tiangong space station. Fully expendable, the 14-tonne Tianzhou is itself based on China’s first two orbital laboratories, also confusingly called Tiangong (1 and 2). Credit: Shujianyang
But even if this isn’t the case, Haolong still scores over Tianzhou, as it’s all-up mass is expected to be less than half that of the older vehicle, potentially enabling it to be launched by a selection of Chinese rockets rather than being restricted to the expensive Long March 7. It could, for example even come to be launched atop the semi-reusable Long March 2F (if this enters production), or the rumoured semi-reusable variants of either the Long March 8 or long March 12B, as well as the expendable versions of Long March 2.
Details of the second vehicle to be selected, the Qingzhou cargo spacecraft, are somewhat scant, including its overall reusability. However, it will be launched via the upcoming Lijian-2 rocket being developed by CAS Space. The latter is commercial off-shoot of the Chinese Academy of Sciences, so technically its use as the launch vehicle for a space station resupply craft marks the first time a commercial entity will participate directly in China’s national space programme.
Long March 9: China’s Answer to Starship / Super Heavy?
Also present at the Zhuhai Air Show were further models of China’s in-development super heavy launch vehicle, the Long March 9 (Changzheng 9 or CZ-9) booster, together with the first models of China’s answer to (or near-clone of, if you prefer) the SpaceX Starship vehicle.
First announced in 2011, Long March 9 has been through a number of iterations and design overhauls. As first envisaged, the vehicle would comprise a 10-metre diameter core stage supported by up to four 5-metre diameter liquid-fuelled boosters (essentially Long March 10 first stages), giving it the ability to lift an upper stage with a payload capacity up to 140 tonnes to low-Earth orbit (LEO). With minor variations, this remained pretty much the baseline design until around 2019.
The Long March 9 super heavy launch vehicle as originally envisioned in 2016, to scale with other launch system, notable the SpaceX BFR, the precursor to Starship / Super Heavy. Credit: Wikipedia (2018)
A substantial redesign then appeared in 2021. This saw the elimination of the strap-on boosters and the first stage diameter increased 10.6 metres. To compensate for the loss of the strap-on boosters, the first stage of the vehicle had its original four engines replaced by 16 kerosene / liquid oxygen (LOX) motors, each one generating some 300 tonnes of thrust at sea level, allowing it to haul up to 160 tonnes of payload up to LEO.
Then in 2022, the decision was made to make the first stage of the rocket reusable. The LOX / kerosene motors were swapped for 26 of the more efficient YF-135 methane / LOX motors, the exact number compensating for the reduction in overall thrust. However, as 26 main engines required an 11-metre diameter first stage to fit them and their additional propellants, the design was then scaled back to keep the 10.6 metre diameter, and the number of motors reduced to 24 first stage engines. A further change at this point small the vehicle’s optional third stage increased in diameter from 7.5 metres to 10.6 metre as well, unifying all three stages.
This design carried over to 2023, where it was displayed at that year’s Zhuhai Air Show. However, the engine configuration had again changed for the first stage, with 30 of the more compact YF-215 motors now being used. In this configuration, Long March 9 was touted as being capable of delivering somewhere over 100 tonnes but less than 160 tonnes of payload to LEO in a two-stage variant and between 35 and 50 tonnes of payload to the Moon in a 3-stage version.
A drawing of the 2023 version of Long March 9 from the 2023 Zhuhai Air Show, showing the 30-stage variant, said to be capable of delivering up to 53 tonne to the surface of the Moon; the 2- stage version with 100-160 lift capability and the proposed “Starship” variant with a 100-tonne capability to LEO and full reusability. Credit: CALT / CCTV
Also revealed at the 2023 Air Show were drawings of CALT’s take on the SpaceX Starship. At the time, the idea was defined as a “possible” iteration of the Long March 9 design, and unlikely to be ready for use – if pursued – until the 2040s. However, at the 2024 Air Show held in early November, it was clear CALT is invested in making a fully reusable Long March 9 launch system; on display were a set of models, one showing the Long March reusable first stage with the “starship” vehicle sitting on top of it, with two smaller models showing the “starship” vehicle on the lunar surface and a Long March 9 first stage resting on its “catch gantry” at the end of a flight.
According to CALT representatives at the show, work has now commenced on fabricating the first Long March 9 test vehicle, indicating the core design for the rocket’s first stage is now largely finalised, and the focus will initially be on developing this and the expendable second and third stages, with the first launch of an integrated rocket targeted for 2030. However, the representatives also indicated that the development of the reusable upper stage vehicle is seen as more integral to China’s lunar aspirations, and that they are looking to introduce it possibly as soon as the mid-to-late 2030s.
Scale models of the proposed “starship” upper stage of the Long March 9 sitting on the Moon (l) and the first stage booster resting on its landing gantry’s movable arms. Note how the deployable grid fins are used to support the mass of the booster on the gantry arms. Credit: CCTV
While making no secret of the fact they are directly emulating SpaceX with their design, CALT noted their vehicle would be more flexible in its application. As well as being able to deliver 100 tonnes to LEO, it was suggested it will be able to deliver smaller payloads to other orbits – such as MEO, GEO, GTO and SSO, and deliver as much as 50 tonnes to TLI, all apparently without the need for on-orbit refuelling (which Starship currently requires in all these cases).
If the lack of refuelling is accurate, then it suggests CALT are considering different internal layouts for their “starship”, such as utilising payload space for additional propellant tanks to enable their vehicle a wider range of operational capabilities; however, until CALT are more forthcoming on exactly how they envisage vehicle operations to work, this is purely speculative.
Reaction Engines in Administration
Reaching orbit using rockets – even reusable ones – is a costly business. Rockets require complex, high-performance (and costly) motors, have to carry a lot of propellants to feed them, and require a lot of specialised infrastructure to operate them. Because of this, one of the holy grails of access to space has been the SSTO – single stage to orbit – vehicle; a craft capable of taking off in a manner akin to that of an aircraft, reaching orbit and then returning to Earth and again landing like a conventional aircraft.
In the 1980s, Britain in particular worked on an SSTO concept called HOTOL (Horizontal Take-Off and Landing), an uncrewed vehicle roughly the size of an MD-80 airliner. It would have utilised a unique air-breathing engine underdevelopment by Rolls Royce (the RB-545) to carry up to 8 tonnes of payload to orbit , using the air around it as an oxidiser for its rocket motors, mixing it with on-board supplies of liquid hydrogen until the atmosphere became too rarefied for this, and the engines would switch to using on-board LOX with the liquid hydrogen. But despite initial government backing, interest from the European Space Agency and the United States, HOTOL floundered and ultimately died in 1989, and Rolls Royce shelved development of the RB-545.
A cutaway diagram of REL’s Skylon vehicle. Credit: Reaction Engines Ltd
Undeterred by this, one of HOTOL’s originators, Alan Bond, co-founded Reaction Engines Ltd (REL), a company dedicated to developing both a new air-breathing engine to supersede the RB545 and a new SSTO spaceplane to use it. The motor, called SABRE (Synergetic Air Breathing Rocket Engine) and the vehicle, called Skylon, have been in development ever since, with SABRE in particular seeing much progress and both national and international interest. In fact, as recently as 2019, things looked remarkably rosy for SABRE and Reaction Engines.
This is why the announcement that REL had entered administration, with all staff laid-off, is deeply saddening. An eight-week process has commenced to either restructure or sell the company; if neither proves viable, it will enter liquidation and all assets sold-off. No formal reason for the company’s failure to continue to gain funding has been given; however, it has been suggested that the fact SABRE and Skylon would only be able to operate from specially reinforced runways, rather than any suitably-equipped airport facility, may have been a contributing factor.
The SABRE engine. Credit: Reaction engines Ltd
NASA and Roscosmos at Loggerheads over ISS Leak
For the last five years the International Space Station (ISS) has been suffering from an atmospheric leak within one of its oldest modules, the Russian Zvezda Service Module. Launched in 2000 as the third major element of the space station, Zvezda is actually approaching its 40th birthday, the core frame and structure having been completed in 1985 when Russia was still engaged in its Mir space station programme.
As such, the unit is well beyond its operational warranty period, and since 2019, the short airlock tunnel connecting the Zvezda’s primary working space with the aft docking port has been suffering an increasing number of microscopic cracks that have allowed the station’s atmosphere to constantly leak out. Whilst the overall volume of atmosphere lost is small, by April 2024 it had reached a point where attempts to patch some of the cracks were made. While this did reduce the amount of air being lost for a short time, the volume has once again be rising of late.
The Russian Zvezda Module (also called the PrK module), seen from its aft end, with the Progress dock post visible. The airlock tunnel where the leaks are occurring is the cream-white cylinder just inside the module’s main structure, surrounding the docking port. Credit: NASA
Whilst the leaks are still far short of being any risk to the station’s crew, NASA and Roscosmos cannot reach an agreement on either their root cause or their potential to become a significant hazard. Roscosmos remains of the opinion that the cracks are purely down to thermal contraction as the module expands and contracts as it passes in and out of the Sun’s light and heat, and therefore no different to the thermal wear on all other parts of the station.
However, while agreeing agreeing thermal expansion and contraction has a role to play in the leaks, NASA does not agree that it is the only cause. Instead, they see the continued use of the aft docking port – primarily used to receive Progress resupply vehicles – as putting additional stress on the tunnel’s walls, and this, couple with the aging of the module in general and the thermal expansion / contraction is causing the cracks. What’s more, NASA is concerned that if use of the after docking port continues, it is elevating the risk of a high-rick failure within the tunnel which could seriously compromise station operations.
A Progress resupply vehicle docked at the rear end of the Zvezda Module. NASA believes the cracks causing the atmospheric leaks inside the module are in part the result of stresses induced on the module by Progress docking / undocking operations. This image was captured during a station “flyaround” by the shuttle Discovery during STS-102, March 2001. Credit: NASA
Given this, NASA would like to see Roscosmos discontinue the use of the docking port – which Roscosmos argues is not necessary. While both agree the issue is unlikely to result in a complete and catastrophic failure within the tunnel culminating in a lost of the station as a whole; NASA engineers and mission controllers are concerned that any failure within the tunnel could impact operations throughout the station. As such, they have ordered the hatch between the Russian elements of the ISS and the US / international modules to be kept closed other than during crew passage between the two sections of the station.
Misty Chicken Lake, Natthimmel, November 2024 – click any image for full size
In the heart of the Yukon, between the small, forgotten towns of Mayo and Chicken, lies the enigmatic Misty Lake. This secluded body of water, perpetually cloaked in a thick, eerie fog, is a place where silence and shadows dominate.
Thus opens the Destination Guide description for the Misty Chicken Lake, the latest (at the time of writing!) landscape designed by the Second Life partnership of Konrad (Kaiju Kohime) and Saskia Rieko, and located within their Homestead region of Natthimmel.
Misty Chicken Lake, Natthimmel, November 2024I have no idea if Misty Chicken Lake is purely a place of the imagination or whether it has been inspired by a lake somewhere close the the Yukon / Alaska border, but I can say that the towns of Mayo and Chicken do reside there; Mayo sits on the Canadian side of the border and Chicken on the Alaskan side, separated by some 250 km as the crow might fly – although by road the route is longer!
Part of this route – again, assuming the Mayo and Chicken of Canada / Alaska are intended to be the same as those mentioned in the setting’s DG description – passes along the Top of the World Highway, running from the wacky world of West Dawson (home to locals such as Caveman Bill, who raises chickens in a cave whilst himself living in another cave close by) to Little Gold Creek (aka Poker Creek on the US side), where the friendly joint border crossing resides, before continuing onwards into Alaska, where a turn onto the Taylor Highway will bring travellers by raise and fall and twist and turn, to Chicken.
Misty Chicken Lake, Nathhimmel, November 2024
Certainly, this remote part of the world has more than its share of hills, mountains, woodlands, lakes and rivers, so inspiration might have been drawn from one such body of water along what is regarded (when open to traffic – which tends not to be the case in winter, I believe) this most isolated and get-away-from-it-all holiday trails for the adventurous. However, given its overall description and design, I suspect that Misty Chicken Lake owes far more to Saskia and Konrad’s fertile imaginations than anything the physical world might offer. This is something perhaps supported by the rest of the setting’s engaging Destination Guide description:
This secluded body of water, perpetually cloaked in a thick, eerie fog, is a place where silence and shadows dominate. Tall, ancient pines encircle the lake, their dark green needles shrouded in mist, casting ghostly silhouettes along the shore. The trees seem to guard Misty Chicken Lake, their towering forms swaying slightly, as if murmuring secrets to the fog. Even on still days, a damp chill clings to the air, hinting at mysteries hidden deep within the shadowy waters. Locals say the pines remember everything, and that under a full moon, the forest whispers to those brave enough to listen.
Misty Chicken Lake, Natthimmel, November 2024
From this description, it should seem obvious that Misty Chicken Lake is a place of mystery, caught under a perpetual, misty evening sky out of which surrounding mountains loom as pale phantoms rising into the darkness overhead, at times hidden from view by the darker fingers of the many pines occupying the lake’s shores and inland areas. The night setting lends a sense of foreboding depth to the setting, something added to by the mist seeping through the tall grasses and wildflower and creeping between the trees while wrapping itself around their trunks as if laying claim to them as it rises from the waters of the lake.
Passage through the landscape is best achieved via the raised boardwalks, illuminated by lanterns and lamps. Starting from the Landing Point, these will guide you through the trees and across the waters of the lake. The boardwalks will also provide access to several – but not all – of the locations tucked among the trees and awaiting their opportunity to greet visitors. Arachnophobes like me may initially be alarmed by the carpeting of cobwebs found throughout the landscape to give it a frosted look in the pale light; but while they may in places come close to overrunning the boardwalks, be assured you’re unlikely to run into any of their creators.
Misty Chicken Lake, Natthimmel, November 2024
Chief among the locations waiting to be found are the converted containers. Designed by Konrad, they offer four vantage points / places in which to sit and pass the time, all of similar design but varied in complexity. Each comprises at least one container converted for use as a retreat, with large windows cut into or replacing side panels and tops. Three stand on their own, either on the ground or atop frames of weathered iron girders, each with its own interior lighting and seating and, in the case of two, heating and refreshments (a stove and a radiator for outer warmth and tea for inner).
The most complex of these structures sits to the north-west; three containers stacked together on their own frameworks of girders, the stairs switch-backing up from the boardwalk to reach them, the uppermost offering both indoor and outdoor seating, the lower two with outdoor decking.
Misty Chicken Lake, Natthimmel, November 2024
However, these are not the only places where visitor might sit and pass the time; as hinted at in the introductory story available at the landing point (touch the greeting stones on the ground there to receive a folder containing it and other information), there are a couple of camp sites to be found here as well, and an open deck for sitting – although as I’ve noted, you’ll have to depart the boardwalks to find some of them.
Whilst on the subject of available information; this includes note on the Natthimmel gallery, which has often been a feature of the region, together with a landmark to reach it. However, when I attempted to use the latter, I was redirected back to the Landing Point.
Misty Chicken Lake, Natthimmel, November 2024
Given the late evening / night environment within the region, photography can be both highly atmospheric and a little tricky; fortunately, should you require more light, the region works under a range of environment settings, adding to its photogenic beauty. As always, a visit is recommended.
A professional conference held in-world in Second Life that is to the public, IDRAC features an international line-up of guest speakers each year, with individual sessions lasting between 30 and 90 minutes, and may include opportunities for Q&A. For those who cannot make the in-world venue, it is live streamed via the Virtual Ability You Tube channel.
via Virtual Ability Inc
The theme of the conference this year is Disability & Health: Where will AI Take Us?
Artificial Intelligence (AI) is an area of current research interest and regulatory concern. It holds both promise and peril for people with disabilities and healthcare in general. The utility and problems of AI differ for people with different types of disabilities. This conference offers a quick look at this broad topic. We expect lively discussions and information sharing among presenters and our very interested and interactive audience.
via Virtual Ability Inc.
Conference Sessions
All times SLT.
07:00
Denis R. Newman-Griffis – University of Sheffield (UK): Artificial Intelligence and Disability Data Justice: Representing Human Function and Disability in AI Systems
08:30
Panel Discussion: Nicholas Lesica – University College London, Aldo Faisal – Imperial College London, and Sahrish Panjwani-Charania – Coordinator of Staff Development, Gwinnett Co. Public Schools, Georgia: Topic: AI and Disability
09:30
Interview: Rose Hill – Crisis Connections: AI and Youth Mental Health
With such a wide range of perspectives, IDRAC 2024 promises to be a cornerstone event for anyone interested in the future of AI, disability, and health. Attendees can join the sessions in Second Life®, interact with speakers and other participants, or tune in to the YouTube live stream.
via Virtual Ability Inc.
You can learn more about the speakers via Virtual Ability’s IDARC 2024 web page.
On Wednesday, November 13th, Linden Lab quietly made the SL Mobile App available to all users.
The release was somewhat low-key to help minimise the impact of users piling on to the Google and Apple stores and becoming frustrated if they found themselves unable to access the app and download it due to the volume of demand.
As a part of the opening of availability of the App, Linden Lab hosted a mini round-table via Zoom at which SL Mobile was discussed, and a little look behind the curtain for the App and its history was given. The following is a summary of some of what was stated / revealed.
SL Mobile Credit: Linden Lab
On Developing the App and Initially Limiting Access
There were many ways SL Mobile could have been developed; in 2019, for example, it was indicated that LL was working on an iOS client focused on communications (see: Second Life: LL confirm iOS client in the making). However, this work was suspended at some point, most likely so a better solution could be sought.
As was noted in the Zoom discussion, there were multiple paths to take, and how best to present the a Mobile app to an audience of Second Life users. One question in particular that had to be addressed was how to present the app to users; its development involved many challenge such that simply opening it up to all users from the first instance was not considered as really feasible, because the feedback could be overwhelming. The release needed to be limited in some way whilst still allowing for the necessary feedback.
So what is the best way to limit it? It is to limit it to people who have really committed financially, as well as in various other ways [to Second Life], and subscribers were they way that we could do this. It’s not like we really wanted to paywall it forever; we just wanted to open it up to smaller audiences, get feedback, get a lot of iteration, and that’s what we’ve been getting from the community, and it’s been fantastic.
Senior Vice President of Product and Engineering, Grumpity Linden
Features and Intent
In terms of which features the Lab decided to focus on in particular for Mobile, the approach taken was to think in terms of “user journeys”: identifying a specific activity users enjoy doing in Second Life – such as socialising, be it at a club or similar venue, or getting out and about with others – and what are the key capabilities involved in that experience: moving, teleporting, communicate, see what’s going on, hear what’s going on (music), look-up profiles, etc. Then building-out those capabilities iteratively, before moving to another journey – such as enhancing avatar customisation options, and start an iterative process that could result in a more rounded means to management inventory on Mobile.
This next journey – subject to official confirmation – might be enhancing avatar customisation through the App. Again, this will not mean a complete set of customisation and inventory management tools being made available at once, but will again be an iterative process, with options and capabilities added over time to improve the experience.
However, it is important to remember that the aim with Mobile is to augment people’s Second Life, offering an adjunct to the viewer. It is not intended to emulate / reproduce all of the functionality available within the desktop viewer.
The idea is not to create a simpler experience, say akin to Fortnite, on Mobile, where one can “play” Second Life and have the whole experience on the Mobile App. We don’t actually know, and are inclined to disbelieve, that would ever be possible. What we’re trying to do instead right now somewhat better by using Mobile; maybe it’s getting messages; maybe it’s finding new places … maybe it’s doing something you like to do every day, but do it in Mobile because you’re on a bus or something; but we’re not trying to design the Mobile client to replace Second Life on the desktop.
– Philip Rosedale, Linden Lab CTO
SL Mobile (Credit: Linden Lab)
Audience
Broadly speaking, SL Mobile has been developed with two primary audience in mind:
Existing users – as a means for them to enhance their SL experience by continuing engage with the platform and their friends during those times of the say when it might not be practical to utilise the desktop viewer in order to do so.
“Lapsed” users who have left SL, many of whom have responded to the Lab reaching out to them by saying Second Life doesn’t address their preference for using mobile to access the things they want to do, rather than being reliant on a desktop environment.
One thing the Mobile app is not intended for – at least for the foreseeable future – is the on-boarding of users entirely new to SL; the learning curves involved in becoming comfortable with SL and engaging with it are seen as being too complex / steep at this point in time. Which is not so say the Lab will not be seeking to resume marketing SL to potential new users; far from it, as Brad Oberwager, the Lab’s co-owner and Executive Chairman, noted:
What we are going to do is to start driving people to the desktop and see what happens. That is in play, and that’s good for everybody here. The more people we can all bring in, the better Second Life will be for everybody.
Reception
One of the downsides to the iterative approach taken thus far with SL Mobile has been that it has received extremely poor feedback on both Google Play and the Apple Store. Much of this appears to revolve around perceived incompleteness, possibly as a result of users jumping in and expecting a fully-rounded product and becoming frustrated when they discover functionality is missing.
In this respect, it is again important to remember that SL Mobile is still very much in a beta stage of development, and the iterative process will continue; as such people do need to offer some patience in terms of “missing” features, etc. While the negative feedback has been a source of frustration and disappointment for the Lab, measures are being considered to correct it- be it by resetting the app on the Apple Store and by continuing to offer a better and better product. At the same time, as Lead Developer Adam Frisby noted, the number of poor reviews is hardly insurmountable in the scheme of things .
Trying SL Mobile
As noted, SL Mobile is now available to everyone on both the Apple Store and Google Play, and the links for more information are below. If you are keen to try out out, again, please remember, this is not a final release – as noted above, SL Mobile is still in beta, so please keep this in mind when reviewing the app. That said, if you do encounter issues or bugs, do please file a report with the Lab .