Space Sunday: Lunar topples, space drugs and wooden satellites

As it should have looked: an artist’s impression of the Intuitive Machine IM-1 Odysseus Nova-C lander on the surface of the Moon. Credit: Intuitive Machines / Columbia Sportswear

The second private mission to fly to the Moon under NASA’s Commercial Lunar Payload Services (CLPS) programme, and launched on February 15th, arrived on the lunar surface on February 22nd.

Following a successful launch, the mission – referred to as IM-1, for Intuitive Machines (the company that built the vehicle) mission 1, and the Nova-C lander itself christened Odysseus, had a slight wobbly start to its time in space after successfully being delivered into Earth orbit by a SpaceX Falcon 9 rocket.

Following its separation from the launch vehicle’s upper stage, the 675 kg Odysseus had been due to carry a “commissioning burn” of its main liquid methane / liquid oxygen (“methlox”) engine, firing it, then stopping it and then restarting it, a critical requirement of the motor if the lander was to enter lunar orbit and land. However, issues with the lander’s navigational star tracker and then with the liquid oxygen tank’s cooling lines meant the test had to be delayed until February 16th, when it was completed successfully, marking the first time a methlox propulsion system had ever been successfully re-started in space.

Intuitive Machines’ Nova-C lander Odysseus returned this selfie on Feb. 16th, 2024 as it orbited Earth in preparation for the commissioning test of its main motor. Credit: Intuitive Machines

Following its departure from Earth, the craft had been scheduled to make three trajectory adjustment manoeuvres whilst en route to the Moon, but only required the first two, such was the accuracy with which it matched its flight plan. On February 21st, the lander performed a Lunar Orbit Insert (LOI) manoeuvre, firing the main engine for 408 seconds to slow its velocity by 88 metres per second and place it in a 92 km orbit around the Moon.

After 24 hours in orbit, returning high-resolution images of the lunar surface to Earth, the vehicle was prepared to start its decent – and the mission hit another slight hiccup: a safety switch on the primary descent laser rangefinder had not been correctly set prior to launch, leaving the lander unable to accurately determine its distance from the Moon’s surface.

To compensate, the IM team worked with NASA to allow the latter’s experimental Navigation Doppler Lidar for Precise Velocity and Range Sensing system (called simply NDL to avoid a mouthful of an acronym) carried by the lander to take over the role of the laser rangefinder (and thereby also proving the NDL’s ability to guide a vehicle to a precise landing on another celestial body). This allowed the lander to commence its descent; unfortunately, it also meant that one of the other payloads on the lander had to be powered down.

Gazing at the Moon: Intuitive Machines’ Nova-C lander Odysseus catches a look at the Moon after entering lunar orbit, February 21st, 2024. Credit: Intuitive Machines

This was EagleCam, a small box of cameras developed by students and designed to be ejected from the lander when it was some 30 metres above the Moon in the hope that it would land ahead of Odysseus and provide the first-ever images of a space vehicle landing on the Moon. But the need to re-route power to NDL meant the ejection system for the camera had to be turned off.

Everything else with the descent seemed to go exactly as planned, and at 23:53 UTC on February 22nd, the lander settled on the Moon close to the crater Malapert A, about 300 km from the lunar south pole, only for another issue to occur: the mission team could not fully acquire the lander’s transmissions. After 15 minutes, it became apparent that whilst the vehicle was safely on the Moon, something was preventing it from sending a full-strength signal, leaving the mission team unable to lock-on to it. During the next several hours, the team worked to establish a firm contact with the lander – which they managed, to a degree – and obtain data on its approach and landing on the Moon, and general condition. The data received allowed them to reach a conclusion as to what had happened.

It had been thought that the 4.3 metre tall craft had made a proper vertical descent, slowing its horizontal speed to zero before lowering itself onto the Moon vertically at a rate of 3.6 km/h. But the telemetry finally obtained by the mission team revealed that at touchdown, the vehicle was vertically descending at close to 10 km/h, and moving horizontally at 3.2 km/h.

As it should have been compared to how it is believed to be (inset), as demonstrated by Intuitive Machines’ CEO Steve Altemus during a February 23rd media briefing. The small blue model of the lander represents the rock the lander is believed to be leaning against. Credit: NASA TV

This has led Intuitive Machines to conclude the lander was crabbbing sideways immediately before landing, rather than hovering in place, and one of the landing legs snagged on a rock or lip of a crevice, causing the vehicle to gently topple onto its side. Further data suggested that in toppling, Odysseus had ended-up leaning against a rock, allowing it to communicate, but with its antenna mis-aligned.

While communications had been stabilised, as of the time of writing the piece, it was unclear how many of the lander’s science packages would be able to function successfully. Even so, the landing is both a success – the first time an operational lunar lander built and operated by the private sector has landed on another celestial body, and the first time America has returned to the surface of the Moon since Gene Cernan and Harrison Schmitt departed on Apollo 17 in 1972 – and a warning.

Like the planned SpaceX Starship Human Landing System vehicle (HLS) intended to return humans to the lunar surface as a part of the Artemis Project, Odysseus is a tall, slim vehicle in terms of its overall proportions. Even with two extra landing legs compared to the SpaceX HLS (a altogether taller vehicle with a higher centre of mass), The IM-1 mission demonstrates how just a slight horizontal drift can be sufficient for such a vehicle to topple itself where a squatter, broader vehicle probably would not have done so.

Currently, IM-1 has sufficient sunlight to remain in operation through until the latter part of the coming week, after which the sun will set relative to its location on the Moon, depriving it of energy to power its battery systems.

Wooden Wonder

Want to have more eco-friendly satellites? Then why not make them out of … wood.

No, I’m not being sarcastic nor have I gone space happy. The above proposition was first put forward in 2019/2020 by a team of Japanese researchers at Kyoto University. It was born out of concern about the on-going practice of allowing / causing expired satellites to re-enter the upper atmosphere to burn up as a result of the frictional heat created by their passage through the atmosphere.

Whilst this generally results in the destruction of the greater portion of a lump of debris entering the atmosphere and helps reduce the dangerous clutter of junk whipping around the Earth, it is not entirely “clean”: every satellite or piece of rocket that burns up in this way leaves behind a trail of alumina particles which remain suspended in the atmosphere for decades. With the explosion of the private space sector and the growing use of “constellations” of thousands of low-orbiting, expendable satellites such as the (as of January 2024) 5,289 SpaceX Starlink network, these trails or clouds of alumina particles are set to increase exponentially, potentially having an undesirable impact on the upper reaches of the denser atmosphere and the environment as a whole.

So the researchers set out to find an alternative material for making satellites – and came to the conclusion that wood might be the best. Thus, the LignoStella Space Wood Project was born.

When you use wood on Earth, you have the problems of burning, rotting and deformation, but in space, you don’t have those problems: There is no oxygen in space, so it doesn’t burn, and no living creatures live in them, so they don’t rot. Some woods are extremely durable, so we set out to see if wood could be practically applied for use in small satellite systems.

– Koji Murata, LignoStella Space Wood Project

To test their ideas, the team examined various types of wood and determined three –  Erman’s birch, Japanese cherry and magnolia bovate – had the precise properties required of a satellite body: they are lightweight, strong and durable. Just how durable was demonstrated when samples of the woods were flown to the International S[ace Station (ISS) in 2022 and exposed to the vacuum of space and the unfettered blasting of solar radiation for 290 days, being returned to Earth in mid 2023.

An artist’s depiction of LignoSat wooden satellite in orbit, with mini solar arrays mounted on its wooden surface. Credit: Kyoto University.

Analysis for the samples revealed that despite the harsh conditions to which they had been exposed, they had no measurable changes in mass and showed no signs of decomposition or damage. Meanwhile, tests of the woods on Earth indicated that of the three flown on the ISS, the magnolia wood – Hoonoki in Japanese – offers the best choice in terms of “workability, dimensional stability and overall strength” for use in a satellite design.

Now, and with the involvement of the Japanese Aerospace Exploration Agency (JAXA)  and America’s NASA, the researcher are aiming to launch their first wooden satellite this coming summer. Currently, the plan is to carry it to orbit aboard an Orbital Sciences Cygnus automated resupply vehicle delivering supplies and equipment to the ISS. If all goes according to plan, the Cygnus vehicle will release the little satellite into its own orbit, where it will remain for 6 months.

LignoStella Space Wood Project’s Koji Murata with mock-ups of the LignoSat-2 satellite. Credit: Kyoto University

Called LignoSat-2, the vehicle is roughly the size of a cubesat – no more than 10cm on a side. Its primary purpose will be to test a number of factors in the use of wood which could dramatically change the design of such small satellites, which are growing increasingly popular in a growing number of roles. For example, wood can be penetrated by electromagnetic waves, so delicate and awkward elements of a satellite – sensors and antennae – could be mounted inside the satellite’s overall structure, helping to protect them whilst simplifying the overall design of the vehicle.

The overall durability of wood will also be monitored, as will be the eventual destruction of the satellite, the majority of which should burn-up “cleanly” in the atmosphere at the end of the mission, leaving only minute amounts of trace particulates.

One of the missions of the satellite is to measure the deformation of the wooden structure in space. Wood is durable and stable in one direction but may be prone to dimensional changes and cracking in the other direction.

– Koji Murata, LignoStella Space Wood Project

The LignoSat project is not the only team to consider the use of wood in satellites. Working entirely independently to them, a consortium of researchers and businesses out of Finland, supported by the European Space Agency (ESA) and Rocket Lab were developed a similar project with a cubesat built primarily out of plywood and called WISA Woodsat.

Heavily promoted and slated to fly in 2022, the project as (and still is) billed as the “world’s first wooden satellite”. However, since mid-2022 the project has been stalled, with no website updates or further information from ESA since April of that year.

Medical Crystals Grown in Space

One of the major promises of near-Earth space operations has long been that of leveraging the micro-gravity environment in the manufacture of ultra-pure drugs and the components used within them. Multiple experiments in this regard have been carried out over the decades, using facilities on space stations such as Mir and the ISS, or aboard the space shttle when it flew the European Spacelab, and so on.

Now a US company is looking to take matters a stage further – and have just successfully recovered their first attempt.

Touchdown: Varda Space’s off-Earth manufacturing capsule on the desert floor of the Utah Test and Training Range (UTTR) on Feb. 21st, 2024. Credit: Varda Space/John Kraus

Varda Space Industries is a relative new US start-up which has grand designs on microgravity manufacturing involving pharmaceuticals, fibre optics and computer chips. And they’ve moved fast. In 2021 the company purchased three Photon satellite buses from Rocket Lab to provide power, propulsion and navigation capabilities for the company’s “Winnebago” automated production satellites, the first of which – Winnebago-1 (W-1) – launched in June 2023, as a payload within a SpaceX Falcon 9 Transporter rideshare launch.

Originally, the craft was supposed to spend three months in orbit, growing exceptionally pure, “near-perfect” crystals used in an anti-viral medication called Ritonavir, a highly active antiretroviral therapy (HAART). The selection of a pharmaceutical product for the first Winnebago  mission as this is seen as the largest market which might benefit from the benefits of microgravity production techniques. However, the capsule remained in orbit far longer than intended, thanks to the US Department of Defense (DOD), having originally agreed in principle to allowing Varda to use its Utah Test and Training Range (UTTR) as their landing site, withdrew that permission after the mission had been launched.

Thus began a multi-month series of negotiations involving the DOD, the Federal Aviation Administration (FAA), Varda and Rocket Lab to try and reach an agreement on the use of UTTR to recover the capsule. So protracted did this became that Varda, rather than lose their product, actually started looking at overseas recovery options such as the Koonnibba Test Range in Australia.

A Varda technician evaluated the company’s off-Earth manufacturing capsule prior to it being taken by helicopter to a receiving facility. Credit: Varda Space/John Kraus

On February 14th, however, the required agreement to use UTTR was reached and the FAA expedited granting Varda a licence to carry out a controlled re-entry into, and descent through, Earth’s atmosphere. As a result, on February 21st, 2024, Varda were finally able to bring their W-1 mission home on February 21st, 2024.

After the Photon buss had been used in a de-orbit manoeuvre, the capsule containing the automated manufacturing plant successfully re-entered the atmosphere and deployed its main parachute, touching down within the UTTR at 21:40 UTC in February 21st, marking the second time the range has been used for the recovery of space science capsules – the first being NASA’s OSIRIS-REx capsule, bringing samples from asteroid Bennu back to Earth for analysis.

Following touchdown, the capsule was subject to analysis and cooling prior to being harnessed to a helicopter for transfer to a Varda receiving station where it could be opened in suitable lab conditions, and the crystals produced initially assessed.

From there, the Ritonavir vials onboard the spacecraft will be shipped to our collaborators Improved Pharma for post-flight characterisation. Additionally, data collected throughout the entirety of the capsule’s flight — including a portion where we reached hypersonic speeds — will be shared with the Air Force and NASA under a contract Varda has with those agencies.

– Varda statement

No information has been given on the next Varda mission, called Winnebago-2, or its likely payload.

Second Life Combat User Group: February 22nd, 2024 summary

Credit: Rider Linden

The following notes were taken from the Thursday, February 22nd, 2024 Combat User Group meeting (also referred to as the Combat Committee User Group or CCUG, an abbreviation also used by the Content Creation User Group, and which I’ll not be using in these summaries to reduce the risk of confusion between the two). They form a summary of the items discussed, 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.
  • 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.
    • Initially in text, although voice might be included in the future depending on feedback from those attending.
    • At this location.
  • Additional details are available via the SL wiki.

Work In Progress

  • Feedback from the previous meeting has been written-up in the form of Github / Canny items by Rider Linden. However, they are not open to public viewing, due to being part of the server repo.
  • However, general feedback on Combat 2.0 can be found in this Canny board. This is seen as the place to raise any issues or suggestions as we go on, as Rider can monitor it pretty.
  • Rider proposes setting up two combat-specific region on Aditi (the Beta grid), specifically for testing output from this work / project.
    • Names are TBC, but will likely be something along the lines of “Waterloo”.
    • These will hopefully be up and running in about a week.
  • In terms of initial work, Rider is looking to “knock off” the low-hanging fruit:
    • First will be llGetHealth.
    • Second will be damage transfer across regions (e.g. damage transfer is not going to 100% when you cross a region boundary).
  • The above will be followed by work on the on_damage() event, key to much of the rest of the work.
  • New documentation accompanying the events and capabilities will be posted the to LSL Wiki.

Comments and Requests

  • A request was made on whether combat capabilities could be made so unobtrusive, they could be “always on” unless specifically disabled through region / parcel setting.
    • This was seen as a non-starter on a grid-wide basis, due to the diversity of uses to which SL is put, and the need for combat to be opt-in, not opt out as a result.
    • In terms of Mainland, any such arrangement would be under the remit of the Product Operations group under Patch Linden.
  • A user proposal has also bee submitted to the Combat 2.0 section of Canny to address damage caused by physical collisions, for review.
  • It was suggested that there should be some permanent regions set up to demonstrate combat in SL, as these could be useful for demonstrating to new users what sort of experiences are out there, as well as showing off how the combat features can work.
    • An adjunct to this was a suggestion the the SL Combat Communit(y/ies) get(s) totgether and promotes activities via the Second Life Community Exhibition at the Welcome / Motown Experience gateway.
  • There was a general discussion about having the ability to parcel region vertically (e.g. by altitude). However, this is not a part of this project – or something the Lab has on its roadmap, as it raises a lot of complications.
  • More discussion on teleporting on death / respawning and allowing defined re-spawns by group or similar, along much the same lines as the previous meeting.
    • Rider indicated that he is not going to tie spawning (or combat capabilities) to the SL Experience system, BUT existing experience functionality can be used to extend them.

A return to Bella’s Lullaby in Second Life

Bella’s Lullaby, February 2024 – click any image for full size

I’ve always enjoyed visiting Bella’s Lullaby, the homestead region design series by Bella (BellaSwan Blackheart), and have featured many of the various pastoral and rural locations it presents in the pages of this blog. So I was a little surprised to realise recently that I’d actually not visited at all throughout 2023; I thereafter set out a few days ago to put matters to right.

Now occupying a new location, the current iteration of the setting presents something of a windswept island with – to me at least – and feel of it belonging to northern latitudes; perhaps a place off the coast of Scotland or along Europe’s Wadden or Baltic Sea coastlines. Low-lying, it has a dearth of trees, but does has what seems to be rich, loamy soil in which wild grasses and flowers have taken root – and where humanity has inevitably settled, although not burdensomely so.

Bella’s Lullaby, February 2024

The main habitation appears to be a little farm, or perhaps it is the local lighthouse keeper’s home. The lighthouse itself is a short distance offshore, sitting on a little nub of an islet. however, it is hardly of the size to provide accommodation – assuming it is not fully automated.

Whichever way, the two cabins of the farm / home preside over the island, fence-lined tracks running from them and past outbuildings to reach the further parts of the landscape to the east, north and south. In the case of the latter two, this means running down to the water’s edge on one side and a little pier on the other, with the track then running back up the second of the two low hills of the island. Its end is marked by the rear half of an old pick-up truck, once converted into a trailer and now again converted into a stable (or horsebox, if mobile), the residence of the local donkey.

Bella’s Lullaby, February 2024
Bella’s Lullaby is the perfect spot for some quiet moments, drenched in sunshine and warmed by gentle breezes. A place where you can find calmness and peace, with plenty of photogenic and hangout spots to discover. .

– Bella’s Lullaby About Land description

A converted greenhouse lies en route to the pier, offering both and artist’s retreat and an outdoor seating area. Along the path running north is an old shelter, a book sitting on stool within its lee offering a map of the Florida Keys. Perhaps this is to suggest another place where this island might reside, although its demeanour seems to be too temperate to be the case. The shelter is apparently the abode of the local watchman – or at least, watch-cat; but like most domestic felines, he’s not allowing the demands of work interfere with a comfortable nap!

Bella’s Lullaby, February 2024

The island is home to a number of animals, both domesticated and semi-domesticated. Cows graze peacefully, dogs and cats are scattered here and there, and chickens cluck their way around. However, the most numerous inhabitants appear to be the local geese who might have something to say about interlopers clomping around, as the sign at the landing point (alongside the shelter noted above) makes clear!

Birds are also much in evidence, notably those from the TLC brand by Lautlos and True Redrose, and from the Grizzly Creek brand by Morgan Garret. Both of these brands have offered excellent birds to the SL public, many of which I have myself – notably from Grizzly Creek; and it is a shame that Morgan has apparently departed SL – or at least ceased trading as Grizzly Creek.

Bella’s Lullaby, February 2024

Also to be found scattered through the setting are various places to sit, making a stay on the island that little be extra engaging. In addition, considerable care has been taken with the local environment setting, such that the sky is one of the most realising I’ve seen of late in any region. It frames the setting perfectly, offering a further sense of pastoral serenity with just a sprinkling of darkness in the clouds to suggest rain might be lurking around. The soundscape also adds considerable depth to the setting, Bella opting to let the local birds speak for themselves and avoid sound makers dotted all over the setting.

Simple, engaging and utterly photogenic, in this iteration Bella’s Lullaby once again captures the eye and lens.

Bella’s Lullaby, February 2024

SLurl Details

Presence: an artistic expression of absence in Second Life

HeArt and Soul Gallery, February 2024: Scylla Rhiadra – Presence

In January 2024, Scylla Rhiadra presented an exhibition entitled Containers at Mareea Farrasco’s IMAGOLand Art Galleries (see: Containers: an artistic voyage of expression and constraint in Second Life). It offered an examination of how spaces – be they at home or at work or somewhere between, whether public or private – can both help organise and protect us as individuals whilst also giving us the freedom to fully express who we are, whilst at the same time they can also inform, contain, and constrain us in how we reveal ourselves to the world at large – and perhaps actually to ourselves as well.

Now, at HeArt and Soul Gallery, operated by Tom Willis and Lizzy Swordthain, she offers an exhibition of work which can be considered a further chapter on the theme, offering an alternative perspective. In Presence Scylla does not look and the manner in which the spaces we occupy and move through affect us – but how we impact the spaces and places through which we move, oftentimes long after we have departed.

HeArt and Soul Gallery, February 2024: Scylla Rhiadra – Presence

We all leave a mark on the places we move through, and on life as a whole. The size of that mark obviously varies from the celebrated statesperson or global celebrity down through the favourite uncle or teacher from school; but our mark is undeniable:

We are presences even in those places where we are not, by virtue of our actual absence: we leave a trace embedded in what did not happen: the somethings we might have said that remain unspoken, or the somethings that might have been done that we were not present to do.

– Scylla Rhiandra, Presence, February 2024

As with Containers, the images Scylla supplies are studies in composition and narrative. Each holds a story, or at least a vignette which is clearly discernible. In addition, each image is again accompanied by a board containing a considered quotes from a piece of literature designed to further illustrate the image itself; and like those found in Containers, it is hard not to feel these selections offer insight into Scylla – and allow her to leave a further little “her shaped” hole in use which accompanies the one created by each picture. Certainly, I again felt that distant kinship with her purely through the pieces and authors she has selected.

HeArt and Soul Gallery, February 2024: Scylla Rhiadra – Presence

Also like Containers, the collection making up Presence are layer in potential meaning and subtext. There is the meaning offer through the title of each piece, the reflection of that title and meaning through the selected text, the framing of the theme used to express the ide; all of which are expected. But then there are the more subtle aspects: those which lie in the way in which each piece chimes with us personally, the memories and thoughts conjured – perhaps most of all by the people who have touched our lives but who have now moved on in one way or another, only to leave one of those small holes in our thoughts and memories.

Another beautifully poignant and expressive series of Scylla.

SLurl Details

2024 SL SUG meetings week #8 summary

Grauland, January 2024 – blog post

The following notes were taken from the Tuesday, February 20th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • They 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

  • No SLS Main channel deployment on Tuesday, February 13th, but the simhosts were restarted.
  • Wednesday, February 21st will see the Gingerbread RC update (containing llComputeHash(), llGetCameraAspect(), llGetCameraFOV(), llGetNotecardLineSync() and llWorldPosToHUD() ) rolled-back from the Bluesteel RC channel simhosts.
    • This is due to a bug found over the weekend which prevents scripts restarting when crossing into a region on the Bluesteel channel. It also means the 32 sensors return count (responsible for the issue) will be pulled from Gingerbread, and will be moved to the upcoming Hearts & Flowers simulator update, once Gingerbread has been rolled to the rest of the grid.

Upcoming Simulator Release

The simulator update that will be following Gingerbread will be Hearts & Flowers (probably named for the time of year!). This mostly comprises internal (non-user visible) updates, together with two notably user-visible additions:

  • llSetLinkSitFlags/llGetLinkSitFlags – allow you to adjust the sit flags for a prim. It supports the existing two SIT_FLAG_ALLOW_UNSIT and SCRIPT_ONLY.
    • At some future point, SIT_FLAG_HIDE_AVATAR should also be added, so you don’t need to play an animation that squishes the avatar so they aren’t visible in something like a very small vehicle.
  • A feature for estate managers that will allow them to schedule automatic region restarts.
  • A new constant in llSPP PRIM_SIT_FLAGS it will contain all the sit flag information, (including ALLOW_UNSIT and SCRIPTED_ONLY (the two older constants will still be available).
  • A new capability to load item inventory lists via HTTP (so items with large contents will load faster when accessed, although this will require a viewer update as well).
  • The 32 sensor count capability, mentioned above.

Rider Linden summarised what he plans to achieve in future simulator updates by saying:

I’ll give a Reader’s Digest version. I’ve split up a lot of the work that’s proposed into bite sized pieces and gotten it onto my schedule. (Right after I fix the sensor issue) I’m probably going to start with a couple of pieces of very low hanging fruit. llGetHealth() and fixing the issue where health is not transferred on a region crossing. 

Viewer Updates

glTF PBR Materials Maintenance-2 RC viewer (bug fixes, etc.) updated to version 7.1.3.7821226606, on February 20, 2024.

The rest of the official viewers in the pipeline remain as:

  • Release viewer: version 7.1.2.7215179142, formerly the glTF PBR Materials Maintenance RC, issued December 15, promoted January 8, 2024 – numerous bug fixes and improvements – No Change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Emoji RC viewer, version 7.1.3.7878383867, February 15, 2024.
    • Maintenance X RC (usability improvements), version 7.1.3.7721015131 , February 14, 2024.
    • Maintenance Y RC ( My Outfits folder improvements; ability to remove entries from landmark history), version 7.1.3.7790341084, February 9, 2024.
    • Maintenance-W RC (bug and crash fixes), version 7.1.3.7701974306, January 31, 2024.
  • Project viewers:

Jira End-of-Road

  • All bug reporting/feature request submissions are now transferred to Canny / Github, with the URL for the Second Life Jira now automatically redirects to the Canny Second Life Bug Reports page.
  • Public bug reports (and feature requests) filed via Jira are mostly archived on Github.
    • Due to the different permissions environments within Jira and Github, there are some edge cases which have yet to be archived.
  • Note that any ticket that previously had restricted access e.g. (Linden Only / Originator + Lindens) is not part of this archive.

Game Controller Update

  • Leviathan Linden is working to get an updated viewer this week. Hopefully it will include:
    • Support flycam with new GameControl measurements.
    • Get custom mappings to save to / load from settings.xml.
  • Both of these will bring the code “pretty close” to where he want sit to be for submission to the viewer dev team.
  •  If a new installer is available for download, Leviathan announce it in SL Discord #scripting and also in SL Sports #vehicles.

In Brief

  • A general discussion on the new notecard capabilities within the Gingerbread update, and the results of testing them on Bluesteel regions.
  • Region crossings:
    • User-generated documentation on region crossings and their behaviour is being written-up on the SL wiki.
    • Monty Linden has been untangling results from internal testing, trying to understand what’s part of region crossing and what’s just bugs/mis-design in other areas. He describes his work as “looking good” by potentially requiring further pile-on tests.
    • He has also been trying to simulate massive simultaneous region crossing using libremetaverse.

† 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.

2024 SL viewer release summaries week #7

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

Updates from the week through to Sunday, Febuary 18th, 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 7.1.2.7215179142, formerly the glTF PBR Materials Maintenance RC, issued December 15, promoted January 8th, 2024 – numerous bug fixes and improvements – NEW.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • Cool VL viewer updated to 1.32.0.10 (PBR), February 12th, 2024 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links