Airship control panel… done

With the new airship — the “Terra-Kojima Merlin-class airship”, as we’re calling it — entering beta, I decided that now would be a pretty good time to complete the control panel. Our goal was to establish a Victorian feel to the gauges, buttons, and knobs.

Here it is in all it’s brassy goodness. Concept design and layout, shiny knobs, and curvy needles by Reitsuki Kojima. Scripts and textures by yours truly.

Call for beta testers

At last, the Terra-Kojima Merlin-class cutter airship is ready for beta testing. That means we need a crew of testers to put it through its paces.

Steampunk airship

We need testers who are:

  • Familiar with SL vehicles, preferably aircraft.
  • Can methodically test a vehicle in a variety of scenarios (even unlikely ones that push the limits).
  • Can report bugs in terms of how to reproduce them.

We can’t take everyone, but those who do qualify will get a free copy of the final version when it’s available.

Please IM me (Cubey Terra) in-world if you’re interested!

Like the Aerodrome elevator? Get your copy starting Saturday, April 24

Who has two thumbs and makes the most awesome elevator in Second Life? THIS guy. Oh, hold on. You can’t see me, so that joke doesn’t really work. Not that it’s ever actually funny. Anyway…

Over the years, I’ve had many compliments on the elevator at Abbotts Aerodrome, and questions about where to get one. Every time I had to disappoint because it was hard-coded to work in that specific spot and to specific heights. It just couldn’t be sold and used elsewhere.

No longer! I spent a week gutting the elevator and replacing it with a better, more reliable, and more flexible elevator control script.

Continue reading “Like the Aerodrome elevator? Get your copy starting Saturday, April 24”

My ears are burning…

My ears are burning. No wait! That’s my face! AAAAAaaaaaa!!

As some readers know, I’ve been in contact with SL only minimally in the last couple of weeks, during which time a couple of people reported a little bit of a problem with my new Starburst colour-changing goggles. That problem, apparently, is that wearing them causes smoke to billow from your avatar’s face. As strange as that issue might be, what’s even stranger to me is that only two people mentioned it.

It turns out that I prepared two colour-changing scripts: one for the helmet and goggles, and the other for the smoke cannister. Guess which one I put into the goggles by mistake.

The faulty goggles aren’t for sale for now. I plan to locate owners of the Starburst goggles and replace them with ones that don’t catch fire. Until that happens, you can try removing the smoke script from the goggles. They won’t change colour after that, but they’ll be a lot safer. Sorry for the inconvenience and the singed noses.

Terra Starburst parachute updated to version 1.1

Today I’m releasing an update to the Terra Starburst. Version 1.1 has a few improvements that you might like:

  • Vastly improved use of script resources to reduce effect on region lag. It should be easier to use in slow sims. Sim border crossings will be much better too.
  • Better steering: it’s much easier to control, especially in mouselook.
  • Fix to flaring: vertical speed no longer reaches zero.
  • Removed the pilot ‘chute.

Anyone buying Starburst today will receive version 1.1. Owners of version 1.0 can upgrade for free by using their parachute’s Update menu.