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On The Road Again

Ghosty Kips
Elora's Llama
Join date: 2 May 2008
Posts: 2,386
06-12-2008 07:25
I've discovered I love driving in SL. Of course, one needs a well-scripted vehicle to be able to drive *at all* ...

... but I have a couple of such vehicles and have a blast with them at the local track. Now I'm looking forward to the completion of Route 1 - but will it really be driveable? Or can I expect that unnerving dip into the aether every time I cross a sim?

I've tried to find out more info on how this road is going to be made to really work, but I haven't found much in the way of actual explinations. Does anyone have sources they can point me to on this?

... because an SL Le Mans would be SO cool.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
06-12-2008 07:58
I'm afraid it's gonna be a *long* time before sim crossings are smooth enough to do "at speed" without some risk of ending up at 0,0,0 of some apparently arbitrarily chosen neighboring sim.

This adds to the thrill factor. :p

Of some possible interest:
From: http://wiki.secondlife.com/wiki/Havok_Forum_Transcript, from 16 Oct 2007
Question from Count Bayliss: Will Havok 4 help with sim crossings at all?

Andrew Linden: No, initially Havok4 will not change region crossings. That is... it isn't a problem with the physics engine, so much as a problem with serialization/deserialization of the objects as they cross the boundary. Region crossing is distinct from Havok4 and will be it own project when it comes to fixing it. Improving region crossings is an important project, and we may very well start it very soon after Havok4 is done. That is, I might be working on it. Not sure yet.
In the meantime, one thing that I think would help would be if the LDPW "Mole" roadbuilders would throw caution to the wind and use long megaprims to span sim borders. This might disturb the delicate balance of the H4 universe, but if it worked, vehicles would have much more time to collect their wits in the new sim, instead of plunging into that subterranean dive they take, trying to break free of their drivers.

I'd suggest asking Andrew Linden for more info about this at one of his office hours. (Or searching the wiki for more recent updates.)
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
06-12-2008 08:12
If there is a smidge of resident-controlled land near the bridge within link distance on both sides, one could 'hang over' such a megaprim and put it just below street level.

Just please don't leave it plywood, that looks ugly as things rez. One base prim on the parcel, the other the 'street' megaprim.

Two prims per side, you are done and outta there :)

Honestly tho, if it isn't done, bay city needs to be at the same colo as the rest of Sansara and that does a lot more for the whole thing.

If that's the problem and there is room over there at that colo, it's a quick fix.
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Ghosty Kips
Elora's Llama
Join date: 2 May 2008
Posts: 2,386
06-12-2008 08:21
From: Qie Niangao
I'd suggest asking Andrew Linden for more info about this at one of his office hours. (Or searching the wiki for more recent updates.)


Good idea, I might just do that.

Another idea a friend and I had would be to give the new road it's own sim, or more correctly, series of sims. Instead of 65,536 sqm covering a square area, it would cover a length of road. No ieda how feasable that would be ...
Marianne McCann
Feted Inner Child
Join date: 23 Feb 2006
Posts: 7,145
06-12-2008 08:24
From: Desmond Shang
If there is a smidge of resident-controlled land near the bridge within link distance on both sides, one could 'hang over' such a megaprim and put it just below street level.

Just please don't leave it plywood, that looks ugly as things rez. One base prim on the parcel, the other the 'street' megaprim.

Two prims per side, you are done and outta there :)

Honestly tho, if it isn't done, bay city needs to be at the same colo as the rest of Sansara and that does a lot more for the whole thing.

If that's the problem and there is room over there at that colo, it's a quick fix.


That would be *wonderful.*

Hmn, I should so support ticket this.

Meanwhile, to the OP. I took my soap box racer out to Route 1 the other day. It was fairly smooth, though there were a couple very challenged sim crossings (including one where I got bounced with a "sim full" message). One of the nice features on this road is "welcome to" and "now leaving" signs providing a visual cue that a sim crossing is coming up. I also liked the rezzing areas and some of the other side-of-the-road spots. Bonus points for them keeping the right look-and-feel for the Atoll, too.

I was a bitr disappointed in the Mole Mart, though. It looked primitive (no pun intended) in spots and very understocked. But route 1 isn't finished yet, so maybe it isn't yet either.

Mari
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Ghosty Kips
Elora's Llama
Join date: 2 May 2008
Posts: 2,386
06-12-2008 08:29
From: Marianne McCann
Meanwhile, to the OP. I took my soap box racer out to Route 1 the other day. It was fairly smooth, though there were a couple very challenged sim crossings (including one where I got bounced with a "sim full" message). One of the nice features on this road is "welcome to" and "now leaving" signs providing a visual cue that a sim crossing is coming up. I also liked the rezzing areas and some of the other side-of-the-road spots. Bonus points for them keeping the right look-and-feel for the Atoll, too.


Oh yes, I agree, those bits have my hopes up and it does look like it'll be a plesant drive (I do hope they're fill out that mole mart) - it's the sim crossing itself that has my concern. Without that being taken care of in a way that makes driving from sim to sim at least reasonably seamless, it's almost useless. SL cars are difficult enough to control without the added black hole at the end of the highway. :)