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Marianne McCann

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Everything posted by Marianne McCann

  1. Baloo Uriza wrote: Unless I'm mistaken, that's never been more than a test track for the LDPW's latest ROW build parts. It was finished up and the "test" portions removed/replaced with finished pieces. There is additional rail portions for this spur planned in Owens Beach, as well as some (slow) rail work being done within the more urban parts of Daley Bay/Inner Harbor, including more work around the rail ferry dock. This system is, as you note, incompatible with the Bay City Trolley, and is presented separately as an SLRR short line at this time.
  2. Baloo Uriza wrote: Speaking of SL 66, I think that really counts as a Planning FAIL on LDPW's part, though not one that could have been readily anticipated. The highway ends at Ahern Village and doesn't pick up again until Noyo due to sandboxes and Ahern itself (though a big roundabout around the outside edge of the Welcome Area and a sun-baked highway across the roughly five kilometer gap between Ahern and Noyo through the sandboxes would be pretty nifty...the waterways around Noyo would require some interesting and massive bridges, though. On the other hand, the ability to drive an approximately 20 kilometer route across Sansara would be pretty epic. Before they put in guard rails on the hairpin going westbound 66 into the Noyo Rez Area, if you got enough speed, it was possible to jump off the embankment on the outer side of the hairpin and into the sandboxes in a massive jump that makes The Dukes of Hazzard look like Matchbox cars, and just free-drive across the sandbox desert and around the outside of Ahern to get back to the highway. The trip wasn't exactly possible eastbound, though. SL 50 could use some consistent signage once it enters Shermerville...it splits into 50N and 50S, both running perpendicular to the 50 that runs into 66, without so much as a hint of signage. Just a point of clarification, the SLRR doesn't operate on the northern coast, just the Bay City Streetcar, and the Nova Albion Streetcar (which I understand there may be plans to connect the two systems and get the NASC running again). The line that runs on the northern coast is the privately owned Great Second Life Railway. I too would love to see road continue somehow past Nova Albion and Ahern, and making a run from Bay City to the far end of Sansara would be epic. I agree on the Route 50 badging. (I might suggest some of this discussion on the routes, etc. could make a good separate thread in the mainland board, aside from the discussion of the automated vehicles) As far as SLRR on the Northern coast, yes there is the Bay City short line, from Inner Harbor (Bay City Station) to Manyiminya. It's not a long line, but it is there.
  3. Qie Niangao wrote: Baloo Uriza wrote in part: This problem with automated vehicles is ultimately what the VRC used to convince LDPW to stop with the Linden automated trains on the SLRR. Just in passing, I don't think the VRC* really had much to do with that. As I understand the history, the Linden trains on the SLRR fell victim to Havoc 4, and were removed because the bleeping things kept flying off the tracks. They could surely be replaced now if desired, but I very much doubt that LDPW would ever put their own automated trains on the SLRR again. FWIW, I believe that was the SLRC (Commission)/SLRR Rail Group that was opposed to automated trains on the system, not the VRC. Alphabet soup makes things difficult!
  4. Xena Barzane wrote: Going out and about recently in SL, and I have noticed a group tag of SL Police. I thought that the only people that have power in SL to enforce TOS and CS policy are the Lindens themselves, and land owners as such. Is this a new group of enforcers in SL or just a group for power hungry people to big note themselves to new comers? They're not endorsed by Linden Lab, though some will tell you they are. I personally have found them to be a mixed bag, and many often remind me of why I'm glad it's LL, not Residents, who handle Governance. :smileywink:
  5. Try Clawtooth in Tableau. Some great sutff, including a few updos.
  6. Livingtree just did its springtime makeover, FWIW...
  7. Baloo Uriza wrote: Oh, well, I stand pleasantly corrected, then! Though I think my point about the BC canals being a little more suited for random stumbling to be valid since the vehicles in question don't try to eggregiously violate gravity. Perhaps so! Though, to be honest, I view any vehicle that is "randomly stumbling" to be flawed. Vehicles don't (or should I say, "shouldn't") stumble.
  8. Baloo Uriza wrote: That said, the boat canals in Bay City have ferry platforms in the canals, which may have one time or in the future be served by LDPW boats, but are currently unused. Would be neat to see boat traffic lift the drawbridges now and then, and the high canal walls would help prevent boats from running into other parcels. That would be in error. There is an automated water trolley in the center of both the east and west side that serves the very platforms you speak of. These do automatically lift the drawbridges on their route. Why, here's a picture of one of the trolleys doing just that: http://www.sluniverse.com/pics/pic.aspx?id=275631 One of the central differences between these and, for example, AnnMarie's vehicles is that hers are self guided, rather than on a set course. This is how you end up with them in places never designed for cars (such as the bridle path, where it is unreasonable to expect pedestrians to watch for automotive traffic). IMO, this is one of the key differences between her system and many (most) out there, and is the cause of a fair amount of the friction between her system and other Second Life Residents. Some places are just not designed for such a system, and are ill-served by it.
  9. AnnMarie Otoole wrote: * Most people love them, some hate them, can't please everyone. * They are popular. Over 50,000 rides by over 27,000 riders since January. Does this include the times I've ended up in them by accident (clicking to touch and instead sitting in them), etc? If so, that is no indicator of popularity.
  10. Holocluck Henly wrote: We should have a special party day when the new Mole Midway is ready. Any talk about that yet? I am *so* up for that. Working on some stuff for a mixer type party. We have the anniversary coming up to. I may have to poke moles about the timing on Weston/Oak Bluffs (if they know). Definitely up for a party.
  11. Happy 7th Nova Albion! ...and when in Nova Albion, stop by Miramare Place, home of the Sno-Kone Robot!
  12. Holocluck Henly wrote: Bay City is alive and well. Bay City has an active community. Bay City is exceptionally productive for a Mainland community. You said it! Proud of our community!
  13. I spy LDPW construction equipment in Weston and Oak Bluffs! It'll be interesting to watch this site develop. Plans are for a bit of a mole amusement park. :-)
  14. Does this mean, however, that the days of auctioned land are over?
  15. SID Riler wrote: It is a good thing, but after seeing how much abandoned land is there in nautilus and baycity, just to list some, imagine the run for the land, is gonna be in those area, people waiting to catch L1 sqm land in areas like that I don't know about Nautilus, but you will be hard-pressed to find actual abandoned land in Bay City. Most gets put in the auction queue very quickly. Now for sale land... that's another story.
  16. Oh by the way... which one's Pink?
  17. What Tiffy said. This sounds like a move in the right direction. We've all seen parcels sit for ages, abandoned, 0 auto return, only to become home to all manner of junk. Would be great to see this change.
  18. Huzzah! A place for the city by the bay! From the wiki: Bay City, introduced in the first half of 2008, was the latest block of city style sims. West of Nova Albion, Bay City has appeared as an attractive addition to the continent of Sansara on the main grid. A duplicate is also created for Teen Second Life, and has been merged with the Sansara land mass with the integration of same. Bay City is reachable via standard teleport, or on the main grid by sailing the Straits of Shermerville, or traveling Route 66 from the Ahern or Nova Albion infohubs.
  19. Sylvia Tamalyn wrote: /me waves at Marianne! Thanks again for the info about rez zones in Bay City. I did fine with it till I rode into my own yard and got a message saying I was over my prim limit! lol Totally welcome! We just got those put into the Westside last week. Others on that side include: http://slurl.com/secondlife/Bay%20City%20-%20Mashpee/250/10/24/ (On the road) http://slurl.com/secondlife/Bay%20City%20-%20Harwich/128/10/24/ (canal basin) http://slurl.com/secondlife/Wellfleet%20Harbor/190/140/24/ (Charterhouse) http://slurl.com/secondlife/Portage%20Bay/140/200/24/ (seaplane station)
  20. I've not used that palette since 2006. Using the keyboard shortcuts make for a much better (more fluid) experience. :-)
  21. For such issues, I believe you will want to leave appropriate feedback on the product page, under reviews. Also, make sure of the following: Is the item boxed? Oftentimes the boxes will be no copy, while the item inside will have the appropriate settings. Do the perms change upon rez? In which case you would have a copyable version still in your inventory. This can happen with permissions on scripts or other items within the object are set different form the object itself. Best of luck, and I hope it gets resolved to your satisfaction!
  22. The bridle path. Bring a horse and go from http://slurl.com/secondlife/Pavonia/15/193/ to http://slurl.com/secondlife/Athetis/104/15/ On one end it links up with the SLRR, and on the other, with the old Great Wall. Nice natural looking area, lots of varied bits, and even water troughs for the horses. Nice piece of Mole work. Lordshore bridge. Has a nice viewing platform at one end, and a hidden cave at the other. Really nice double suspension bridge. Definitely not the sort of thing you'll find much elsewhere at that scale.
  23. I feelings echo a lot of others here. When I first saw them, I chalked them up to just another one of many interesting automated vehicles that have come along over time, from the old telehopper and kissling vehicles, the ferry from Purple to Cecrotopia, the GSLR, Cubey's automated planes out of Abbotts, etc. Not that big a deal. Then I started to see these cars everywhere. Ambling along the rails of the SLRR, floating in the waters off of Cowell, and along the bridle path (aka Route 6). Tanks rolling through neighborhoods, buses at the bottom of canals, and steam belching vintage tractors wandering aimlessly down the road. In some areas, the frequency of these means you'll see several pass by in the scope of only a few minutes, and their "brainless" meandering makes them hard to avoid on the roads. As a result, I don't tend to use the roads anymore. Likewise, even standing on right of way (such as on the aforementioned bridle path) can lead you to be hit by these automatons. Thankfully I didn't end up in a cast! On one hand, I think it's a pretty amazing piece of work. These things are fully self guided, and "learn" as they go. And that is pretty cool. I agree, too, with those who talk of how nice it is to see traffic on the road. And frankly, I worry that too much regulation against them could affect some of the other automated vehicles out there that aren't annoying people. I did try to talk to the owner of these, specifically to ask her to consider keeping them off the bridle path and other otherwise inappropriate locations. Unfortunately, in spite of the amazing AI work that went into them, she declared that it was simply impossible to teach her vehicles to avoid these paths (for example, having a blacklist of regions where it would be a "no no" to travel into). Likewise, she said, she gets so many people riding them (and donations from these riders), and besides, they really like the "country roads." To me, I see some issues. For one, these are self-guided. They end up going into areas where vehicles are not intended (for example, a stretch of Linden-owned right of way that is deliberately "blacklisted" for vehicles, and sectioned off with a faux tunnel). For another, they do end up negatively impacting regions due to script load (and to a lesser extent sound, particles, and such). They're also arguably far too frequent. Also, as I believe was indicated above, they're non-phantom, bump into people, and end up often collecting in ditches. A bigger issue, IMO, is that they're soliciting for Lindens, and give you information to purchase your own AI driven vehicles. In short, it turns these from "friendly public service" to "mobile ad farm." This, IMO, runs afoul of the spirit of the ad farm rules. So as much as I'd like to say "meh, random cars," I can certainly sympathize with those annoyed by these things. It seems like a noble -- but very misguided -- effort, and one that puts 'look what i can do" in front of "we all share this space." Supposedly these things learn, but the one thing they cannot adapt to is the growing frustration of people who would like to be able to share the road, yet have been pushed off of them (literally and figuratively) by these vehicles.
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