My latest stuff

It’s been a while since I last updated this blog, mostly because I’ve been resting up for a bit before throwing myself back into my top secret lab. Hidden away in a dark corner of my Inventory are two new projects that are each only days away from completion. That’s still a significant amount of work, though, so I need to rest up before launching into that.

Since my last entry, I’ve renovated the front of the Aerodrome and made a start on the new Terrabucks. The public aircraft build area in the northeast corner of Abbotts received a facelift, and in the northwest corner, my shop is now ten meters lower. Yes, for some reason, I felt compelled to drop everything exactly ten meters. Weird.

In other news, I have a new version of my ever-popular Terra Teleporter. The Mk.IV Teleporter is only two prims, and one is temp-on-rez — so only 1 prim will count against your prim limit. It has assorted other improvements too. Like the previous teleporters, the Mk.IV is 100% free with full permissions. Please give it away to all your friends (share it — don’t sell it).

Pick up the Mk.IV teleporter inside my shop at Abbotts Aerodrome.

Abbotts reborn

Over two years ago, Apotheus Silverman and I set down the first building blocks that would become Second Life’s busiest airport — Abbotts Aerodrome. We’ve undertaken some renovations over the years, and slowly evolved the form to suit the function. With each change, and with each parcel of land, the Aerodrome grew more complex.

But throughout the Aerodrome’s evolution, there was always the same basic plan — a central tower with a few floating decks, spaced 20 meters apart. Until this week, many of the original deckplates even remained.

Central building at Abbotts Aerodrome. Click to enlarge.Now that’s all changed. As I explained to the other Aerodrome group officers, I went mental and tore everything down. In it’s place, I put up the airport I wanted to see. This new one doesn’t obscure the hillside, but instead follows the contour. The main deck offers hundreds of square meters more space, while the shops and attractions use the space more efficiently.

Central building at Abbotts Aerodrome. Click to enlarge.The skydiving center is now a self-contained building that houses the skydiving pods, and there’s a new attraction — a heliport on the Abbotts hilltop with free demo flights of Jillian Callahan’s helicopters. The AI planes still take off regularly, now from the new ground-level runway, and the airship tours will be added soon.

There’s still lots more to come… we have over 3000 prims free. That means more stuff to do and see.

But first, I’m taking a little breather. As it turns out, it’s a lot of work to rebuild half a sim.

Space… the final frontier

It’s been nearly a month now since I finished the Tigershark 3. In that time, I’ve messed around with various ideas in an unfocussed way. That’s really the best way to work — play with whatever catches your interest and store up the ideas for later. At the end of several weeks of it, I have a large cache of design concepts to draw from. If you’ve ever seen the inside of my lab during one of these periods, you’ll know what I mean.

When I’m not messing around in the lab, I also have my SkyLife sky home kits to work on. I’m sure you’ve seen them around — they were the first modular home kits in SL and I’m pleased to see that they’re still quite popular. When I scan the SL map, it’s always gratifying to find the familiar white rectanglar roofs with the distinctive circular skylight in the middle. You can pick them out even from ten thousand feet (or whatever altitude the map “photo” is taken from).

Not long after I finished Tigershark 3, I decided to expand the SkyLife series… this time taking it into space.

Well, alright… SL doesn’t really have space. The highest you can build is 768 meters, which isn’t very high at all. But the single biggest request I had for my skyhomes was to add enclosed walkways and hubs so that people could make space stations. Great idea (thank you, all who requested it).

The result is the new SkyLife space home parts, which include tunnels and tunnel connectors, enclosed hubs and towers, and airlocks. A tunnel-to-door adapter joins the existing SkyLife Residence modules to tunnels. Instant space station! I hope to see starships docked at various SkyLife space stations next time I look at the map.

I have another space-related thing in the works, but it’s not quite ready to be announced yet. Stay tuned!

And in other news… everyone go to Oak Grove and buy Kanker Greenacre’s “Flying Tako” sailboat. It actually uses SL’s wind to let you sail. Very cool.

Tigershark 3… done. Next?

After weeks of bashing away at scripts, mashing prims, and tweaking textures, the Terra Tigershark 3 is ready for the world!

New in this version:

  • Control panel HUD attachment, with altimeter, speed indicator, artificial horizon, and status indicator. Attaches to your camera so that it’s always visible to you, but not to others.
  • Smoother flight model. Gradual application of turning forces means easy, controlled turns.
  • Improved, retro-style model design.
  • Textures are now more tigery.
  • Choose shiny or matte finish paint — paint your aircraft any color at all.
  • Improved collision damage detection. The optional collision damage detection causes damage to individual parts. If you strike an object, that part of your plane becomes damaged and affects the flight behaviour.
  • Improved sound effects.

Other features:

  • Seats 2 avatars.
  • Dive into the water and it converts to a sub. Converts back to a plane when you speed up and break the surface.
  • Changes colour. Choose from several preset colours or specify your own by RGB code.
  • Moving parts: retractable wings, rectractable landing gear, opening canopy, and moving control surfaces.
  • Change keyboard controls: choose between first-person shooter key setup and standard flight sim key setup.
  • Can taxi on the ground (steers like a ground vehicle when not flying).
  • Optional hovertext display shows: speed in knots, altitude, landing gear position, and throttle.
  • Variable-speed throttle.
  • Ejection seat… plane vanishes after you bail out.
  • Engine sounds.

As always, the Tigershark 3 is available at my shop at Abbotts Aerodrome (click here).

A Tigershark ate all my free time!

Tigershark 3 (click to embiggen)It never fails. I begin what I expect will be an quick project — say, a few hours work — and then it spirals out of control. What began as a simple “point release” upgrade of the Tigershark, my simple addition of a HUD attachment, turned into a major revision.

This week I’ve put in countless (and often frustrating) hours testing and rewriting the Tigershark flight script. The controls now use a gradual, cumulative force in the angular motors. Instead of slamming into a full-force turn when you press an arrow key, the force is applied gradually, which ensures a smoother flight.

Tigershark 3 (click to embiggen)Like the Talon, the Tigershark now has a HUD attachment which includes, altimeter, speed, artificial horizon, throttle, status indicator, and assorted buttons. The status indicator was interesting to make — it shows which parts of the plane are damaged by highlighting that part in red on an overhead view.

And since I was rewriting most of the scripts anyway, I thought I’d make a few modifications to the Tigershark’s appearance too. It now features a WW2 style canopy, larger engine pods, shorter fuselage, and a new tailgun design.

Tigershark 3 (click to embiggen)I’m not done yet, either. Give me another week of testing and bug-fixing, and it’ll be ready to take to the skies.