Space Sunday: Starliner, a rover and a rebuild

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Updates

Blue Origin Updates and Unveils

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

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

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

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

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

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

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

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

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

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

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

Swift Rescue Mission Launches

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

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

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

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

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

More coffee and photos in Second Life

The Boathouse Café, July 2026 – click any image for full size

Update: both Outpost Bay and The Boathouse Café have closed, and Sorcha now has opened Stillwater Coast – read more here. SLurls have therefore been removed from this article.

I’ve always enjoyed Sorcha Tyles’ region and parcel builds over the years, so back in June I was happy to drop into her latest (at the time of writing) endeavour: The Boathouse Café as I resumed my occasional visits to various cafes and coffee houses in Second Life.

Occupying a waterfront parcel (hence the name) just over 3,000 square metres in size, The Boathouse is presented by Sorcha under her Dutch Pavilion banner and offers a setting which, unsurprisingly and very cosily has much in common with other designs under that banner and which I’ve covered in these pages (notably Wild Silence, which I visited in late 2025 and June 2025’s iteration of Dutch Pavilion itself) – although leaning perhaps a little more into a Nordic theme in keeping with elements of the estate within which it resides.

The Boathouse Café, July 2026
A rustic Nordic hangout by the sea. Grab fresh fish & chips on the shipyard side, or escape into the wild, wind-swept garden with a cosy coffee. Unwind to the sounds of gulls and waves.

– The Boathouse About Land description

The café itself takes the form of a converted smokehouse with some limited moorings available – the surrounding rocks tend to dissuade attempts to come alongside at least at low tide, as does what’s left of one boat which apparently tried! Most of the high-set wharf is therefore given to outdoor setting to the front of the café, with fish & chips being offered outside as a treat.

The Boathouse Café, July 2026

Inside, the café has something of that Boho, informal look where whatever might have been available / obtained from local markets has been used for furnishings. This results in chairs and tables with a decidedly vintage 1970s or 1980s style to them mixing with more modern bar-style high chairs, together with a rustic-style food and beverage kitchen / counter space. Eclectic it might be, but it is also very relaxed and cosy.

To the rear of the building is a garden space which very much offers memories of Wild Silence, etc., in its informality and wildling growths of grass and plants.

The Boathouse Café, July 2026

The deck here has, admittedly, seen better days and could result in some stern words from a passing health and safety executive, but this doesn’t detract from the pies and other scoffables available nor does it prevent the cafe’s cats and dogs appreciating it as a place to catch some Sun.

A gravel path runs around the garden from the wharf and back, presenting the opportunity to walk off any extra weight that might have been felt to have been gained whilst eating, together with some swings for adults or kids to enjoy. There are numerous places to sit throughout the garden, including one on the water and another over it in the form of another deck.

The Boathouse Café, July 2026

A jet ski also sits on the water by the garden, but fortunately, it is not open to general use so it won’t end up causing interruptions for those trying to relax as it is buzzed around the island.

Those with a romantic inclination or who simply enjoy dancing can avail themselves of a dance system tucked into a corner – although the best place to dance is possible in the garden rather than around where the system has been placed J .  If fishing is more your style, that is also available!

The Boathouse Café, July 2026

In all, a delightful and easy-going visit; however, one point of note: do not remain in one place for too long, as you might be teleported home if you don’t reply to a pop-up dialogue requesting you confirm you are still at your keyboard.

Related Links

Mile Cantelou: Concrete Shadows in Second Life

ArtCare Gallery: Mlies Cantelou – Concrete Shadows
Concrete Shadows is an exploration of urban life captured through the interplay of light and shadow in contemporary artwork. This city life exhibition illustrates how the silhouettes of people merge with their surroundings, creating a dialogue between the individual and the urban landscape. 

– Miles Cantelou

Thus reads the artist’s introduction of a series of acrylic canvases adapted for upload to Second Life for the exhibition Concrete Shadows, which opened in mid-June at ArtCare Gallery, curated by Carelyna.

ArtCare Gallery: Mlies Cantelou – Concrete Shadows

Those familiar with Miles’ work will know that his range encompasses street and studio photography, painting in acrylics and oils, working within 3D environments and more. Utilising genres from abstract through surrealism to abstracted expressionism, his art is a constant study of light and light forms often with a strong lean into using light and light forms. Much of his work is colour-rich and boldly stated. Here, however, and as his introduction notes, he large eschews colour (although some is present in places to give an added subtle context to the urban environments featured) in favour of a more monochromatic look.

Comprising 20 individual pieces, Concrete Shadows could be a record captured from within a city anywhere in the world. But precisely where their inspiration comes from doesn’t actually matter;  what does is the manner in which they resonate with us as we view them and their the subtext of line, shape, shadow and block serve to suggest; so that in some it is possible to perceive the bustling and disorderly order of somewhere like Tokyo or Shanghai whilst others might suggest a kinship with London, Paris or New York – or wherever your imagination takes you.

ArtCare Gallery: Mlies Cantelou – Concrete Shadows

All of them offer narratives of life, be this used as a collective nouns for the bustle of people passing along busy streets, cojoined by matters of business, tourism, need – whatever; or be it a reflection of the individual caught in a moment of introspection, transition or perhaps loneliness within the midst of that bustle. More broadly, they tell a story about the places we have created in which we go about our business and lives; the ebb and flow of the relationship between conurbation and self. Cities are places we have built out of our own necessity; yet at the same time we are mere elements of their necessity, serving their growth, their wealth, their power. They cannot exists without us and nor can we, as a society, function without them; the one gives purpose to the other.

Is there balance in this? Perhaps; perhaps not – but there is a blurring. Our relationships with the cities in which we live is one of adversarial symbiosis; it constantly shifts and changes as we move through the concrete and steel canyons or pause for breath in the small haven of green park spaces. We move as one, currents and eddies of humanity coursing through streets and avenues, flowing into and from buildings, an underscoring of our need for them – and their reliance upon us. At the same time we seek to remain individuals, operating within and yet apart from the rush of City Life and all it brings.

ArtCare Gallery: Mlies Cantelou – Concrete Shadows

An intriguing and engaging exhibition.

SLurl Details

2026 week #27: SL CCUG meeting summary: “updating SL Mesh”

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from:

  • My chat log and audio recording  of the Content Creation User Group (CCUG) meeting of Thursday, July 2nd, 2026.
  • Please note that this is not a full transcript of the meeting but a summary of key topics.
Table of Contents

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
    • This meeting is generally held on alternate Thursdays at Hippotropolis and is held in a mix of Voice and text chat.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

Viewer Notes

  • Viewer 26.3.0 is undergoing some fine tuning as it passes through QA, and the hope is this work will complete in the next week or two, allowing it to surface as a beta / RC viewer.
  • The Lua editor viewer should be next in line to progress towards release behind 26.3.
  • The Graphics Care Package (GCP – including Index of Refraction, PBR specular, significantly improved Screen Space Reflections, HDR EEP settings, etc.) viewer is liable to be some time after the Lua viewer.
    • A request was made for displacement maps, but these were referenced as being unlikely any time soon.

Discussion: “Updating SL Mesh”

As introduced by Geenz Linden:

Today I had a topic I’d like people to consider and see what people want here. If we were to do an update to SL Mesh, what would people like? Our current setup is quite old, and we’d need to adopt a new format internally to really push things forward with newer features and such. So today it’s not easy to extend due to viewer compatibility issues. But if we were to revisit this, say having a variant of glTF, that enables extensibility much more easily – what sort of features would people be interested in seeing?

– Geenz Linden

This obviously caused a wide range of feedback with comments including:

  • Increasing the number of available materials faces.
  • glTF mesh hierarchies with proper origins.
  • Implementing Universal Scene Description support.
    • This was seen as “interesting” and that adding SL-specific schema would be “easy”.
  • Allowing partial editing of glTF metadata via the viewer’s Build floater and scripts to allow building more complex scenes with multiple meshes, object hierarchies etc.
  • Basic in-world mesh building tools such as mesh panels, the ability to edit vertices (which would require care!) and / or manipulate vertices and faces.
    • Seen as difficult to implement due to the mechanics of assets in SL.
  • “Fleximesh” for clothing, hair, etc.
    • Seen as difficult to pull off, while a physbones (“physics bones”, basically a defined “chain” of bones with a beginning and end, with the viewer simulating them moving around and such. It’s a technique seen in low-cost games and has the advantage of being low-overhead for the viewer to simulate, if a little basic) approach might be preferable.
  • Better Blender support.
  • More bone control for avatars, notably custom skeletons / avatar rigs.
    • Seen as likely necessitating some sort of in-viewer set-up unless we were to adopt something like VRM and utilise something like the VRM Unity-based rig. This was seen as “not out of the question”.
    • These comments came with a warning that there are a lot of opportunities for depositing bullets in pedal extremities with custom skeletons (mainly around animation compatibility), but these could be navigated were things to move in this direction.
    • A caveat was also given that while there has been thinking about custom skeletons within LL, “It’s not s short path”.
  • The requests for custom skeletons / rigs raised a second question: how would people use them. Responses included:
    • Ropes, plants, chains, snakes, cows.
    • “Everything that needs to move for animation.”
    • Animals like birds or fish.
  • Blendshapes (see this request as well).
    • Geenz noted that some hardware acceleration added for skeletons, but further hardware acceleration would be necessary for something like blendshapes – and noted this also is not off the table.
  • Geenz further noted on the discussion:
The biggest thing that stops us from doing this is really just the whole we can’t touch the original format. It has to stay in amber. But that doesn’t mean we can’t have a new internal format.
    • Exactly how this would work would be a case of TBD – presumably if / when any project has been scoped in terms of content and goals.

Geenz’s final comment on the discussion was:

I just want to close with although these are all good suggestions, I can’t guarantee when/if these will land. Chances are if we do a SLMesh 2, you’re getting feature parity first before we move on to adding shiny stuff to it. Whatever we do here will be iterative, rather than a big all in one release.

General Discussions

  • Kyle Linden indicated a possible change in direction for documentation:
    • The Second life Creation portal (/Getting Started with Scripting) could be refocused more towards helping those new to Second Life.
    • The Second Life Wiki might be re-opened for broader edit access and maintenance of information there (some of which is now badly out-of-date).
    • No further details were forthcoming.
  • As a part of the discussion on SL Mesh, requests were made for enhancements to the prim building capabilities (e.g. adding a bevel capability, more basic prim types, etc.). It was indicated that there are currently no plans to enhance or extend the prim system at present.
  • A hint was given that in terms of graphics API, it appears that LL is leaning back towards Vulkan as a solution, with the promise of more to talk about this in the future.

Next Meeting

Summer 2026 at Le Monde Perdu in Second Life

Le Monde Perdu, July 2026 – click any image for full size

It was back to Luane’s World for a summer visit for me – it’s nice to drop in at least twice a year to see what LuaneMeo has cooked up for her public region of Le Monde Perdu, although I admit it’s been a couple of years since my last summer visit!

For 2026, Luane, with the assistance of Gorba McMahon, presents visitors with an island wrapping a Mediterranean feel about it, the two major buildings sitting upon it hinting at places such as Tuscany and the South of France. The island sits with its back towards the residential regions of Luane’s World, its northern side marked by rocky walls sitting above a shingle and grass coastline.

Le Monde Perdu, July 2026

These modest cliffs mark the raise spine of the island, a flat top comprising a pair of flat plateaux of grass and trees on which the houses are located, one to the east and the other to the west, the land sloping down from them to the south to join the golden sands of a beach. The latter forms two south-pointing headlands which give the island an overall C-shape, an inlet cutting into it to form an almost heart-shaped bay, the entrance to which is marked by an offshore lighthouse.

The Landing Point is located on the flagstone terrace of the house to the east side of the island and which in part forms the rental office for the residential aspects of the estate as well as a little café with seating on the terrace outside.

Le Monde Perdu, July 2026

A small barn with fence meadow sits at the end of the elevated land sufficiently clear of the house so as not to crowd it, and a horse rezzer is available there for those who might not wish to walk around the island – the landscape does make for comfortable riding.

A path runs from the back of the house to a set of steps leading down to Luane’s usual bridge across the waters to the rest of the estate. This does contain public paths explorers are free to follow – but do please keep in mind the houses found along the paths are private residences  🙂 .

Le Monde Perdu, July 2026

A second path runs westwards from the house, crossing the grounds to reach a fence guarding against any risk of falling into the gorge cutting but the two plateaux from north to south, connecting the lowlands on either side. A gently humped bridge spans the gorge, allowing the path to continue onwards to the west, where it skirts around the second house.

Sitting in its own wall garden, the latter commands a view out over the beaches and the bay and is charmingly furnished. Across the track from it, the rest of the plateau offers a grassy retreat with the ruins of a cottage and places to sit. A little summer house sits in the lee of the plateau on its north side, just past the point where the sands of the beaches give way to the shingle of the north coast.

Le Monde Perdu, July 2026

These sands can be reached via steps descending the hill from a point just past the house with its walled garden. However, do not expect your passage past the house to go unnoticed – feline eyes keep a careful watch on all comings and goings! And keep an eye out for the rabbits ready to announce “You’ve got mail!” to whomever lives inside 🙂 .

The western arc of the beach provides the broadest expanse of sands, although this is somewhat broken up by a rising mound of gassy land and rock crowned with young trees and where a small pool house has been built on a shoulder of rock, and the (tide-formed?) cave beneath it turned into a cosy and no doubt cool hideaway.

Le Monde Perdu, July 2026

That the sea has worked on the island can be seen from around the foot of the hills and the back of the beaches, where the sand had been compacted by decades of water and then cut into stratified blocks which become quite tall on the eastern arc of the bay.

The headland to the east also has a rise of grassy land sitting within the cure of the beach, and this is home to a little hut sitting with its back towards the bay so that its small deck offers a view out across more open waters.

Le Monde Perdu, July 2026

The bay is obviously a popular place, with opportunities for sunbathing on the sands or splashing about on the water courtesy of floats and the like. A small wooden jetty offers and inflatable boat rezzer for a pootle on the water (mind any swimmers!), whilst a sign offers the same but using a kayak, and a handful of rowing boats scattered around the shallows of the island offer places to sit and relax as well.

The beach and boats are not the only places to sit outdoors, there are benches, seats, blankets, daybeds, gazebos, and swings all awaiting use to be found right across the island, each of them offering a view and /or a place to retreat.

Le Monde Perdu, July 2026

I’ve been covering Le Monde Perdu and Luane’s work for a decade now, and have always appreciated the sense of life she brings to her region designs through her sculpting of the landscape, the flora she puts out across it and her use of animals and wildlife. They are all perfectly blended to present a setting entirely natural in scope and content, never feeling forced or laboured in achieving its goal to encourage people to feel at home, relax, explore and perhaps have a little fun.

In short, Le Monde Perdu Summer 2026 continues the region’s reputation as an absolute delight.

Le Monde Perdu, July 2026

Slurl Details

July 2026 SL Web User Group

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday July 1st, 2026. These notes form a summary of the items discussed and is not intended to be a full transcript. Pantera’s video is embedded at the end of this article, my thanks to her for providing it.

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), and the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month at 14:00 SLT.
    • In both Voice and text.
    • At this location.
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Web Services Updates

  • Under-the-hood Authentication/email service upgrades are complete, with some internal clean-up going on. However, now that all services are migrated/updated, LL can look towards adding more authentication options in the future.
  • Web search is slowly getting UI tweaks as LL hammers out how to present information in mobile and improve query responses. The latter – providing better tuned search results, should become more consistent over the next couple of months – is also on-going work.
  • Internal marketplace improvements around bulk redeliveries, which have sometimes been getting stuck + clean-up of search results/listings. If anyone is still experiencing issues, please file a report.

General Discussion – Marketplace

  • A question was asked if reviews on Marketplace listings are indexed by the search system. At one time they were, but as LL didn’t do anything with the data that aspect of indexing was removed to improve search performance.
  • Variants (having things like multiple colours for an item in a single listing:
    • Creators at the meeting were asked how many different variants of the same items did they tend to offer. Responses varied from 6 to 24 or 8 to 18.
    • Shoppers were asked how often in viewing items on the Marketplace (e.g. via search results or when browsing a store) did they see multiple variants of the same item. The responses were generally “too often”.
    • One suggestion to deal with the above – at least until the Variants capability surfaces – would be to add a filter to search allowing colours to be specified.
    • Creators were asked how they indicate to shoppers they have other versions / colours of a products available: this appeared to be through the Related Products option.
  • Store clean-up: creators were asked how frequently they clean their Marketplace stores of products (e.g. those that no longer sell, those they’ve deprecated, etc.). Answers varied from “never” to “every month”, with it also being pointed out that some creators will actually move older products from their in-world store to the MP to make room for vendors selling newer products in-world.
    • The above led to a suggestion of having a “Archive” where people could either see something like a list of older items / items that don’t sell so well from the creator and / or has the ability to offer redeliveries of such items, but  without the ability to purchase them.
  • A question was asked about the Last Updated field within listing and its accuracy.
    • Juniper Linden noted that it has a long-standing bug which actually looks at the wrong data, thus leading to incorrect dates being displayed. It is something on the “fix” list, but it has risen to the top of the list.
    • The suggestion was made that if it is giving false information, it should be disabled until fixed.
  • Marketplace content flagging (including flagging reviews):
    • The point was made this this needs a degree of overhaul (e.g. more Reasons for Flagging, etc.).
    • Juniper Linden indicated the flagging process is under review. Suggestions on categories for flagging via Canny were requested.

Marketplace Search Discussions

  • The inclusion of 3 Featured Items in search returns was highlighted as potentially confusing for a couple of reasons:
    • The items are not clearly labelled / differentiated from the result of the search returns on a page to be easily identified as Featured Items (that is, pad for).
    • Sometimes the three Featured Items do not appear to be related to the search term and could thus cause confusion / annoyance. For example: a search for (say) “Living room suites” returns a page of items in which the first three are two houses and an living room lighting set.
    • Juniper linden noted that the entire Featured Items element within the Marketplace will be receiving changes that should hopefully make it clearer as to which items displayed on a page are Featured Items.
  • Use of keywords:
    • A discussion on the use of “keywords” within listings titles, descriptions and keywords appears to result ins a bias towards such items in search results. The example cited was home décor items with something of an equestrian theme (e.g. including reference to horse tack or featuring a horse) utilise the term “equestrian” in the item title, within the keywords and within the item description (so effectively repeating it), all being listed first in the results of a search for “equestrian”.
    • This is somewhat hard to guard against, as it is not strictly keyword mis-use (much as using keywords such as “bed”, “four poster bed”, “canopied bed”, “canopy bed” isn’t exactly keyword stuffing a listing for a 4-poster bed).
    • However, the fact it does appear to push items to the top of search results regardless of relevance and / or sales volumes is something it was felt by LL should be investigated further, a a report on the issue was requested.
  • Marketplace search “relevance” being the default option when displaying results:
    • By default, search results are listed in terms of “relevance” – which is itself an esoteric terms, being based on various criteria LL cannot specify (as it potentially opens the door for gaming search).
    • This is a problem, as “relevance” can result in a lot of “old” and potentially outdated items being prioritised in search results. This can results in a) someone making a ill-informed purchase; and / or b) gives the impression much of the content in SL looks basic or “old”.
    • It was therefore suggested that perhaps Age: Newest First or Best Selling might be better defaults, or “relevance” is revisited and improved, and / or that the Last Updated field issue noted above is fixed, so users can see the actual age of an item.

TJay’s Marketplace Extension for Browsers

  • Related to the above, TJay’s Marketplace Extension for browsers was mentioned.
  • This adds a number of capabilities to Marketplace listings, including: an option to hide the Featured Items section (again, mentioned above) on the front page, category and search pages; a display of product keywords for a better understanding of each item’s attributes and keywords; the date an item was “first posted” (listed) on the Marketplace.
    • HOWEVER, as noted both on the extension’s download page notes, and possibly as a result of the Last Updated issue noted above, it is possible that the “first posted” date added by the extension might be inaccurate in some cases (I’ve used the Chrome extension for the last few years, and so far as I can tell, “first posted” seems to be generally accurate, outside of the warning given in the extension download pages).
  • Those wishing to try the extension can obtain it via the following links:
    • Chrome (work for the majority of variants – Epic, Brave, Gener8, etc)
    • Firefox.
    • Edge.

What Constitutes “Valid” Content?

  • The last part of the meeting was a fairly “spirited” (in chat) discussion on “valid” Marketplace content.
    • A viewpoint was raised that whilst not wishing to deprive a person of MP income, the Marketplace is ever-increasing in size, leading to a feeling among some “newer” creators producing “the latest” in goods, that they are being “squeezed” in the Marketplace, and that perhaps some action needs to be taken to remove “older” content on the basis of when the creator last logged in.
    • The counterpoint to this is that whether or not a creator has logged-in “recently” or not is irrelevant: if their goods (no matter how old) are selling, then there is a not unreasonable expectation that this should be allowed to continue.
    • The issue of support was also raised: is it fair for the MP to be selling goods which may generate support requests to the creator which simply go unanswered as they no longer log in? (The counterpoint here being just because a creator doesn’t respond doesn’t mean they are no longer active – they just might not care about the item in question.)
    • LL do attempt periodic clean-ups of the Marketplace which sees items that have not sold in X amount of time belonging to creators who have no logged-in to SL for Y amount of time (and also presumably have not cash-out out for a time?) being delisted (not deleted) from the MP.
    • A suggestion was made that creators who have not updated / sold content for a period of time should be e-mailed and informed that the item will receive a lower “relevance” rating in search results, decreasing its visibility. A feature request was also raised the idea of “de-ranking” items.
  • Please refer to the video below.

Next Meeting

  • Wednesday, August 5th, 2026.