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Sim border crossings in vehicles are not dependable

Apotheus Silverman
I write code.
Join date: 17 Nov 2003
Posts: 416
10-20-2004 12:14
I know this is a well-known issue by all, but I am under the perception that Linden Lab may not be aware of just how bad this problem is lately. The problem seems to have gotten significantly worse in recent months.

Sim border crossings are less reliable as velocity perpendicular to a border increases. This also is well-known, as some speedier vehicles and jet packs attempt to slow down for crossings. However, I have witnessed a failure rate of approximately 20% at speeds as slow as 17 meters/sec, and about 10% at 7 meters/sec.

Cubey Terra and I have set up automated flights from Abbotts Aerodrome to and from various places throughout the Second Life main grid. Take a ride on the airship tour. I'll bet you money that you don't make it all the way through without having to relog. The airship only travels at 7 meters per second... slower than you can fly unaided.

Meanwhile, since the airships themselves are running locally on the SL network, they chug along without a hitch for the most part. People have complained about them ghosting, but that's an entirely different issue.

My point is simply that sim border crossings are nowhere near reliable enough. We should not bump into invisible "walls", we should by no means have to relog to be able to move around the world again, and we should not have to worry about whether or not we're crossing borders diagonally at 4-way intersections where presently we're almost guaranteed to require a relog.

A 10 or 20% failure rate is not acceptable. Anything higher than about 1% really isn't acceptable.

</rant>

You may now continue with your regularly scheduled programming. :)
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Apotheus Silverman
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Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
10-20-2004 12:48
Lindens, the customer is only useful as a test vehicle (ignoring the morals of that, I'm talking strictly about the engineering) if given enough information to do useful testing.

How does the protocol for passing responsibility for objects from one sim to the next actually work? If you keep us in the dark about it, don't expect any useful feedback.
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Michael Martinez
Don't poke me!
Join date: 28 Jul 2004
Posts: 515
10-20-2004 13:05
I noticed this too, as I fly my planes to almost everywhere and I always try and slow before the the crossing as it does fail less, but still does fail.

I am sure there are many keigens and Vancouvers out there, as many time I fall to the ground in a sitting position and watch my fling machine fly away and I can't move and or do anything without rebooting.

Then upon reboot, very seldom can I find my flying machine..gone...only ever had a few returned, even though lost many many more.

I love flying, but sometimes takes 3-4 reboot to get to where I want to go, but too much fun flying to teleport, unless in a rush..lol
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
10-20-2004 13:14
The is a problem with the asset server system which is being updated. in fact, log into the preview scheduled for tonight to test those very updates and try to replicate the tests. The Lindens will thank you for the feedback. I'll be zooming about at mach six with as many attachments as I can muster.

As I understand it, the more assets you have attached to an avatar when crossing a sim boarder, the more likely you are to get hosed as the assets are thrown away and recreated for the new sim. This thrashes the asset server an can result in you needing to relog. Sitting on a vehicle is just another attachment (although YOU are now attached to IT instead of the other way around).
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-20-2004 13:19
Stop to preview sim crossings in a box!
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
10-20-2004 13:31
From: Moleculor Satyr
Stop to preview sim crossings in a box!
:) :) :) :)

I roared out loud. Nice one. :)
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Shirokuro Sojourner
Registered User
Join date: 22 Aug 2004
Posts: 32
10-20-2004 22:49
I have lost so many vehicles to this problem......

Also lately I have started seeing where half way through a sim, parts of my vehicle disappear, or the controls lock up and I have to relog.

I used to think I was safe if I crossed the sim border OK, but now wierd things are happening in the middle of sims too...

I love building and flying vehicles, but the sheer number of times my vehicle has screwed up or been lost due to bugs is becoming more frustration than it is worth :-(

I will try out the preview when I get a chance to see if it has improved anything.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
10-20-2004 23:05
You're kidding me. I've been flying around in Hank's balloon a lot lately... and I don't get many problems. Maybe your vehicles are too primmy, or you're wearing a lot of attachments, or you're just having plain old bad luck.
Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
10-20-2004 23:31
Easy way to lose your vehicle - drive it into a full sim. You get tossed, vehicle is treated as an object in the sim.
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Riffey4 DeGroot
Registered User
Join date: 7 Jul 2004
Posts: 180
10-21-2004 02:01
It's not a bug, it's a feature. This is the response I got when I lost my first vehicle:

From: someone
Response (Colin Linden) - 08/30/2004 03:59 PM
Hello:

Thanks for your response. Eventually would be whent he parcel owner where your
vehicle now resides returns it to you. This is not a bug, but most often due to
dropped data packets from your internet connection which is, unfoprtunately,
something beyond our control.

Regards,

Colin Linden


That was 2 months ago.... I still dont have my vehicle returned.
(I IM'd the creator and he gave me a new one. But that's not how it should work)

So if you loose a vehicle, it's just your internet connection.

After this incident I make sure that my vehicles are at least "copy"
Apotheus Silverman
I write code.
Join date: 17 Nov 2003
Posts: 416
10-21-2004 04:50
From: someone
This is not a bug, but most often due to dropped data packets from your internet connection which is, unfoprtunately, something beyond our control.


That's interesting because when I click Help->About it says 0 dropped packets even after sim border problems.
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Apotheus Silverman
Shop SL on the web - SLExchange.com

Visit Abbotts Aerodrome for gobs of flying fun.
Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
10-21-2004 09:20
What I wanna know is.. why would they code the network architecture as such that they would require the servers to recreate every attachment on an avatar as it moves from sim to sim? Why not just keep the same assets from sim to sim and connect the whole mess at once?

It seems grossly inefficient. But then, I'm not a coder.

LF
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Marker Dinova
I eat yellow paperclips.
Join date: 13 Sep 2004
Posts: 608
10-21-2004 10:39
From: Lordfly Digeridoo
What I wanna know is.. why would they code the network architecture as such that they would require the servers to recreate every attachment on an avatar as it moves from sim to sim? Why not just keep the same assets from sim to sim and connect the whole mess at once?

It seems grossly inefficient. But then, I'm not a coder.

LF


The problem there is that the sims are actually different servers, so one server has to break it.. while another makes it.. How fast and errorless they can do this is where our problems reside.
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The difference between me and you = you - me.

add them up and we have

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The difference between me and you = 0/2

The difference between me and you = 0

I never thought we were so similar :eek:
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
10-21-2004 11:31
Well... They ARE fixing it. I think the root cause was the old "creaping featuritis" that can infect evolving systems. Someday, there is likely going to be a Second Life 2.0 that is so radically different, they have to run it on a new grid for a while and let people do their own porting... But it will be 1000 times cleaner code, because all the features that have been slapped onto 1.x over the years will be straightened up and made to play nice with each other.
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
10-21-2004 16:55
multiple avs sitting on a vehicle makes sim crossings much fun too :P
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
10-21-2004 17:00
I've taken the balloon tour a couple times and haven't had to relog, been dropped out of it, etc. However, my client does do that "slowing to 3 seconds per frame and pinging in the 16 second range" thing quite frequently. They ought to do something about that. I never had any problems like it in 1.3.