Next up: twin engines, retro design

As I posted previously, Terra Atom launched at the beginning of this month. The launch event brought virtual aviators both old and new and even attracted the elusive and mysterious Governor Linden in the form of a hamster with some excellent dance moves.

I’d like to say thanks to everyone who dropped by to support the launch, the skilled testers who helped me finish Atom, and the pilots who bought and fly Terra Atom. Without all of you, Atom wouldn’t have happened.

Twin-engine plane prototype in Blender.
Twin-engine plane prototype in Blender.

Atom isn’t the end, though; it’s only the beginning. As I write this, I have my latest prototype open in Blender. For this one, I’m building around a classic teardrop fuselage: larger at the front and tapering to a point. The wing shape is inspired by aircraft of the 1930s, and the cockpit is as far back as possible. The entire shape is intended to give the impression of a powerful force pulling a tapered shape through the sky.

It’s a prototype at this stage, so fundamental shapes and features may still change, but I’m happy to be at this stage after a couple of weeks, especially considering that a hard drive crash left me dead in the water for several days.

Keep an eye on this site for updates. I’ll post pictures and news.

Blue skies.

Terra Atom launches this weekend

Terra Atom

Saturday, February 28, 2015 at 10:00 am Second Life time, Terra Atom launches. Atom is agile, sleek and incredibly fun to pilot.

Come join me in Abbotts to fly one for yourself. I’ll have free Atom demos and refreshments by Terrabucks Coffee. If you like drinking plywood slurry, you’ll love Terrabucks Coffee.

Terra Atom starts beta testing

My latest plane, Terra Atom, has reached the beta testing stage, which means that a release date announcement is imminent. What is it, exactly?

Terra Atom includes an instrument panel worn as a HUD attachment
Terra Atom includes an instrument panel worn as a HUD attachment

Terra Atom is an agile and powerful single-seat plane designed with a mid-century feel. Its flowing lines are inspired by the Supermarine S.6B, P-51 Mustang, and Bugatti 100p. Even parked on the tarmac, it looks fast.

Here’s what’s under the hood:

  • Mesh design
  • A paint menu that lets you choose from several paint schemes
  • The instrument panel in the cockpit shows real flight data if you fly in first-person (“mouselook”) view.
  • The HUD attachment includes speed indicator, altimeter, artificial horizon, compass, vertical speed indicator, fuel and temperature indicators, and several switches and buttons to control your plane.
  • The pop-up options menu lets you configure Atom:
    • Optional hovertext display on the tail.
    • Optional collision damage: prop strike, wing strike, tail strike, water landing.
    • Optional overspeed wing shear.
    • Optional engine damage and fuel use.
  • Terra Atom’s handling can be modified to your preferences: adjust roll, pitch, and thrust.
  • Flip a switch for a smoke trail.
  • The product updater gets the latest available version.

Keep an eye on this blog or join the SL Aviation group in Second Life for the latest news in group notices.

Dirt, damage, and crashes for the Terra Atom

As I bring my next Second Life airplane closer to its completion, I’m focusing more on the finer details of the experience. It’s not enough to fly well. There have to be elements of danger and grit to round out the experience — optionally of course.

I managed to clip my wing and destroy my prop on takeoff, leaving my right wing on the ground and my prop scratched and bent.
I managed to clip my wing and destroy my prop on takeoff, leaving my right wing on the ground and my prop scratched and bent.

Flying a real plane is dangerous business, which is why I’ve put considerable time into creating ways for an unwary virtual pilot to have a very bad ending to their flight. A prop strike — touching your spinning propeller to a solid object — results in catastrophic damage to both the propeller and the engine. If your wing clips another plane or a skybox, it shears off and falls to the ground followed shortly by the rest of the plane. Similarly, try to avoid diving too quickly, letting your engine overheat, running out of fuel, or flying straight into the water. Bam. Flights over.

Of course, for the novice aviator, this might be too much to handle, so I’m including an optional “Safe” mode, in which you can fly into anything and otherwise abuse your plane as much as you like without consequence.

Somebody point me to the plane wash. This is one of several paint options.
Somebody point me to the plane wash. This is one of several paint options.

If gritty realism is your thing, I’m adding optional paint themes that include surface wear and dirt. Pick one of several themes from the menu, or if you’re talented with Photoshop or another image editor, I’ll supply the templates for you to customize your Atom.

All of these new features take time and testing, so if you see me crashing through the treeline, wingless and burning, you’ll know why.

Terra Atom: Dials, buttons, switches, and things with weird names

What’s new in the development of my latest Second Life plane, the Terra Atom? Primarily, I’ve been working on the instrumentation. These are the cryptic dials and controls that festoon the control panel inside the cockpit. The Atom will have ALL of them — well, all of the ones that make sense in Second Life.

For those of you who prefer to fly in the third-person view, use the attachable heads-up display; if you prefer the first-person view from the cockpit, the panel will be fully-functional. That’s the plan, anyway.

The heads-up display (HUD) includes several full-functioning instruments.
The heads-up display (HUD) includes several full-functioning instruments.

The instruments in the control panel include the following:

  • Speed in knots
  • Altitude in meters and kilometers (SL uses the Metric system)
  • Artificial horizon showing pitch and roll
  • Compass
  • Fuel indicator
  • Temperature indicator
  • Throttle indicator

Plus there are several buttons and switches: engine, flaps, brakes, camera view, menu, acrobatic smoke, and eject.

This is possibly the most complex HUD I’ve made for Second Life. Interestingly, it produces the lowest script load. Whereas my previous HUDs required a script in each needle and digit, which is a lot, this HUD has only one script. One script operates every control and moving part.

Next, I install the instruments in the cockpit.