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AnnMarie Otoole

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Everything posted by AnnMarie Otoole

  1. Drake1 Nightfire wrote: Let me get this straight... It's the landowners fault that your items are littering up their land? Tell me, did anyone ask you to use up LL resources on LL owned public ways? I STILL haven't seen one of these monstrosities after walking around on mainland for hours. Can someone send me some LMs to the affected areas? No its not the landowner's fault, it is a Linden bug, Linden's fault. The landowner is the unfortunate victim of this bug. Everyone uses LL resources, on every sim they visit. Since when was that against the rules?
  2. I'm very familiar with that location. Did you check the land settings, it is NO-ENTRY. It is impossible for vehicles to enter. I've sent the land owner at least 3 IMs over the last few months suggesting they file a ticket and get their land fixed but they either never log in, or they like the vehicles there.
  3. Thanks Qui. Some history. Scripting is my addiction. I've been programming computers for over 50 years. I started on UNIVAC III in 1959. Nearly all assembly language on mini and micro computers. When I started this project as a scripting challenge 5 years ago waypoint programs were already in existance and all it required was massive patience in recording routes. My challenge was to make a self navigating vehicle that you released and it needed no support, a kind of a web crawler that explores every nook and cranny of connected Linden land. The goal included not using laggy sensors. Back then there were no paved roads so digitally mapping the perimeter of the route and calculating a center line was the only approach. I also wanted realistic vehicles (physical) that could slide down slopes, have problems going up hill, have inertia, bounce off hazards, crash into other vehicles realistically and even roll over at times. In the early days there were hundreds of road errors that I reported to Michael Linden. He would respond within 24 hours and make repairs. I'm perhaps the only person in SL that found there was a cap of 1024 on trouble tickets and no way to delete old ones. They had to go into the data base manually and remove 500 early ones to make space for me. Although the calculations and processing are fairly straight forward, they are intensive. While you have complete control over a non-physical waypoint object, physical objects have a mind of their own, driven by the physical simulator in SL which runs independently from my script. So the big problem is to update the steering, accelerating and braking in time to correct for changes in terrain and path. It took 2 years of experimenting and streamlining the script to get the updates fast enough to keep vehicles on the road. The big breakthrough in optimizing the script was going to incremental mapping. Instead of mapping the whole road I switched to incrementally tracking the left and right perimeters instead of recreating them every cycle. The fact that no one else has been able to do this is significant. In complex terrain and if there is any lag, the updates are not always fast enough to keep up with the physics engine and vehciles can run off the road before the script can see it. Necessarily the recovery from accidents is very good so long as scripts are enabled. Fortunately adjacent land with no-script setting nearly always had no-entry so the physics engine bounced off the land boundary and kept them on the road. A bug started in SL about 9 months(?) ago where no-entry frequently fails and since they are frequently no-script, the vehicles are immobilized instantly and can't even self destruct. I demonstrated the bug to Maestro Linden on how easy it was to violate the object no-entry land setting. Although I can do it on just about any land the parameters that set the ease of entry are obscure and vary from a success rate as low as 1 in 4 on problem land to about 1 in 15,000 on "normal" land. Despite extensive testing I've not been able to identify what the controlling factors are although I've identified what script functions are needed to violate it. Since I am the only person suffering the consequences of this bug, Linden Labs are not going to invest the time to track down the source. At first I started to compile a list of problem land parcels and visit them daily to remove stranded vehicles. At the same time I advised the land owners of the bug in their land. The problem with this approach is there was no incentive for the land owner to fix it if there were no stuck vehicles and even if they did report it, the Linden responder could find nothinng wrong. A simple sim restart does not fix it. Spending over an hour a day visiting about 75 trouble spots was not achieving any solution. I decided to leave stacked vehicles so the land owners would appreciate the problem and get it fixed. That has been very successful, I'm down to about 15 trouble spots now. So far all but one landowner have appreciated the bug report and either had it fixed or turned on scripts to fix it. Those that remain eyesores are landowners who have abandoned SL or only log in on rare occasions. On some abandoned lots I built an invisible barrier that the vehicles bounce off and avoid entry. I could do that because I had plenty of prims already on the land so I stole vehicle prims and built them into protective barriers. It works fairly well and since the landowners are absent they don't object. However the time involved was too much and the problem parcels are not static so as one site "recovers" another will crop up over a period of months. I'm in contact with the AR department and they are well aware that the land encroachments are the result of a Linden bug. They will not reveal or discuss how many ARs they receive, or from whom or where. Issuing warnings or suspensions is useless due to their own rules that prevent them revealing WHERE the infraction took place. Punishment achieves nothing if the problem cannot be corrected.
  4. 1. It must be a landowner problem. They set their land to no-entry and it didn't work. Doen't bother me if they allow that to continue. Its THEIR land. Don't cry on MY shoulder if it is not working. 2. Male Bovine Excrement. Get your facts straight. The missiles are set to Temporary, even IF they enter no-entry, no-script land the longest they can survivie is 60 seconds. 3. Who elected you to the fun police to decide what is fun and what is not? 4. Get real, this is Second Life, it is a game. Comparison to the liabilities of RL vehicles is meaningless. 5. A landowner/tenant has the right to set the parcel options as they think it suits themselves best. That's why they are paying rent/tier and not you. THANK YOU, EACTLY MY POINT they DO have the right to set the parcel options as they think suits temselves. If you don't want vehicles entering, set it to NO-ENTRY. Doesn't get any simpler than that. 6. Lindens set the rules, not YOU. Read the TOS. If you don't like the rules we live by, then petition to get them changes. But I'm totally enjoying the debate, who's next .
  5. Just a minute there, Raven. 1. Yes I'm VERY familiar with the pile-ups, I inspect them all daily to see if the landowners have logged in to correct their problem. Many have been cleaned up. 2. Yes I've had dozens of reports from residents who have been shot at. Most are delighted, some not, you can't please everyone. The missiles are fake so no one is injured. 3. That's fun? Really? Yes to most it is quite entertaining. Some get their jollies by bitching. If it helps to entertain them I'm happy to provide the catylist. 4. I didn't create the problem . It is an SL BUG. I'm responsible for all vehicles but vehicles trapped by the bug are left so the land owner can file a ticket to get their land fixed. 5. My enjoyment of SL is compromised when I go to land I pay for and I see your objects stuck on my land. HUH? they are NOT on your land. If they are on your land and your land suffers from the no-entry bug then you are part of the problem, not the solution. File a ticket and get it fixed. If they are not on your land it is no concern of yours. If your land is not suffering from the bug and vehicles ARE getting stuck, send me an IM, we respond to all problem locations witin 24 hours or better. 6. It's really simple and I really do not understand why you don't get why people don't want your unwanted objects on their land. That is an imaginary assumption on your part. I've not had a SINGLE complaint from landowners about vehicles stacked there. In fact the opposite, they have all (but one) been very cooperative, had the land fixed and thanked me. All I'm hearing is from a small number of self elected policemen on this forum who have their own agenda on how other people should have fun in SL. Chill out and mind your own business.
  6. SL comes with a software set that provides for environmental parameters. That software is continually being upgraded as reported errors are corrected. The NO-ENTRY setting on land parcels worked fine for 4 years but about 6 months ago it started randomly failing. This has caused serious navigation problems for the vehicles since the parcels set to no-entry are typically also set no-script so vehicles are trapped when it should not be happening. From extensive experience I'm convinced by now that it is not so much a SL software bug but a hardware bug in one or more servers. The reason is random land parcels get infected while others don't even when adjacent. They tend to remain infected for a month or two then recover, only to be replaced by a new set of failed parcels. I'm suspecting the problem moves when the parcels get assigned to a new server and someone else gets the faulty one. I filed a detailed JIRA but it seems that LL do not have the manpower or incentive to correct it. If I file a ticket on the problem I get told it is a land problem and the landowner should file a ticket. If no-entry can be easily violated on just a few (about 25 at any one time in SL) it is NOT a vehicle problem, it is a landowner problem. I've been sending landowners with "Bad" land instructions on how to get their land fixed. So far all those that have responded have been appreciative and cooperative. The official position of SL is that they don't regulate they type of vehicle you run so long as it complies with the TOS. AR's filed on land encroachment where it is OBBVIOUSLY caused by the SL NO-ENTRY bug receive no AR response. Its easy to check, take a look at the land they are on and see if it is NO-ENTRY. Thank you for rescuing stuck vehicles. If you SIT on a vehicle stranded on no-script land that enables the scripts and they can usually find their way back to the road. I fail to understand your negative approach. In what manner was YOUR enjoyment of SL compromised? Is your land infected too? The dead ehicles represent zero lag, scripts are OFF and frequently they don't even count against the land prim count. SL has never retulated appearance. To quote Michael Linden (from memory) "I don't care if the vehicle is a potato with buggy eyes, SL does not regulate appearance." Do you file an AR on ugly houses floating in mid air? What IS your problem? Go have some fun like the rest of us.
  7. When you file the ARs, please include the location and the fact that the land is set to no-entry. I'm hoping the extra publicity will get some action. I suspect they get dozens of ARs but since it is a Linden Bug they take no action. I demomstrated the no-entry bug to Maestro Linden on a beta sim where it would not disturb anyone. I left the test running and by morning there were over 1,200 vehicles stuck in the no-entry, no-script land. The lag was so bad from the stranded vehicles they had to reset the sim. I've done extensive research and narrowed the problem down to a small number of significant factors. Using these parameters you can violate the no-entry limits on just about any land parcel but for an unknown reaon, some land is easier to violate than oters. Probability on one try varies from about 1 in 4 on some to 1 in about 15,000 on "normal" land without the bug. Unfortunately for people with "bad" land I'm assuming that since the bug only influences a small percentage of the population it is easier to just restart the sim than fix the bug since there has been no further action on the JIRA.
  8. I wouldn't call it a failed scripting experiment. Should pass 250,000 riders from over 100,000 different people this month. True, vehicles cannot follow the jumble of roadbeds and when I first started 4 years ago there were no roadbeds, just bare land. They navigate by checking where the edges of the road parcel is located, calculate a center line and drive down it. This is done wit NO sensors to cause lag. If there is sim lag and the navigation can't keep up with vehicle motion they occasionally rely on no-entry settings or road recovery script to stay on the road. The landowners disturbed are the ones with a bug in their land. NO-ENTRY setting doesn't work. If they don't want to have the land corrected they are within their right to leave it corrupted but I don't see why the bug and their lack of cooperation should be a deterrment to MY enjoyment of SL. Spending an hour a day cleaning up the mess that others permit is not much fun so I quit doing it. If they want to permit a mess, they can clean it up. I work closely with Michael Linden. He referred recently to these parcels with failed no-entry settings as "vehicle traps" and felt it was deliberate however I believe it is just ignorance. Where the land could not be corrected I see he has had landowners enable scirpts on the parcels which lets the vehicles find their way back to the road. I'm NOT "spamming everyone's land". I would estimate that less than 0.01% of roadside parcels have this problem. At this time I know of only 12 trouble spots in ALL of the SL mainland. I send the owners an explanation of why vehicles are getting trapped and give them detailed instructions on how to file a trouble ticket. You DON'T have to "have to go police and clear your land every day". The vehicles do just fine. You would only have to do that if you tolerate the no-entry bug and are part of the problem, not the cure.
  9. Thanks, I'm aware of it and many others. I have a big problem, the NO-ENTRY setting is failing freuently on land parcels randomly all over SL. If they are also no-script the vehicles get trapped. I was spending an hour a day visiting these parcels to clear dead vehicle but NO MORE. Although I was albe to demonstrate to Maestro Linden that NO-ENTRY fails it appears they are not going to fix it. So the solution is for the Land Owners to file tickets that their land NO-ENTRY has failed and get it fixed. Meanwhile I leave the vehicles there to show the Lindens that it fails and to encourage the land owners to file a ticket.
  10. PENULTIMATE UPDATE. I got a clue when my commercial web site started giving an Access Denied error message on one function. With help from the server host it turns out that about 10 of my website URL destinations had the access permissions changed to deny access. They could not explain why they got changed and no one else has access to the domain control panel except myself. He suggested that the account had been hacked but why 9 of my Second Life .php programs and one website .php program were locked out while hundreds of others were not attacked is not creditible. It is more closely related to those URLs with highest activity although none were excessive. It is comforting to know WHAT happened. No one knows why. I'm going to ask the server host for a list of any internal functions that could have set access off but the guy that helped me said he knew of none. If it happens again I will know where to look.
  11. UPDATE. Maestro Linden did further tests and says that it is my data base server that is issuing the error code and blocking the addresses, not Second Life. In that case I owe SL an apology and kudos to Maestro for his help. HOWEVER My server host denies it is blocking addresses and has no facilities to do so. Bottom line is I go through all my products and change the URL address at both ends.
  12. Thanks for all the EXPERT opinions but you don't have a clue what I'm talking about. If you are not actually using this SL HTTP feature go back to pixel sex or whatever your an expert at. I reported it on a JIRA when it first happened. I've been working with Maestro Linden on the problem. I've given him objects demonstrating the bug. With 80% of my products shut down and customers from all over SL contacting me about it, I worked all weekend on it to get things working. It took 2 days to narrow it down to SL blocking some addresses. Most of the HTTP links have been running for 4 years or more in SL and none of them excessive. They occurred on multiple URL addresses, accessing multiple data bases, multiple sims,.multiple owners and all server types. It happened (more or less) simultaneourlsy across SL about the time of the last roll out, Wednesday I think. The majority of my traffic is the vehicles I run that do an http acces to a data base on each sim crossing, about once a minute +/-. The LSL throttle is set at 25 HTTP requests in 20 seconds maximum and there is no penalty for exceeding it, you just don't get through so this was a BUG, not a penalty. Tests from non SL sources did not show the problem so that narrowed it down to the SL/Internet interface. Further experimenting showed it was outgoing HTTP that was being blocked and an error message returned, rather than blocking incoming responses from the data base. SO FAR changing the URL address by adding a single digit to it has been working with no problems.
  13. If anyone is interested I've identified the problem. LL has started blocking HTTP destinations. It is perhaps a throttle process to prevent overload although most, if not all of my blocked addresses are very low volume. But once an HTTP address is on the throttle list it stays there. The FIX. Change the HTTP request address in your LSL script and the destination .php (or other) program name to suit.
  14. Yes, thanks for the response. Similar queries issued from a browser query work fine and if I disable the .php processor the HTTP is querying, I get a 404 not found response so the destination HTTP server is working but data is being blocked coming back into SL.
  15. HTTP ERRORS, Status = 403, HTTPbody "Access denied". I'm getting this error code all over SL. All my vendors, licenced objects, vehicles etc are shut down. I've filed a bug and can demonstrate it with a simple 4 line LSL program. Is anybody else experiencing this problem? If so please contact Maestro Linden.
  16. The unfortunate part about filing ARs is it does no good because the problem is a Linden BUG, not the vehiles so the ARs are ignored. I was hoping that by leaving the vehicles inside the no-entry parcels that trouble tickets would be filed. They actually repair the problem and at least solve it for the local situation, if not the underlying cause. We all rely on the basic built in functions of SL. In my case the problem is no-entry doesn't work all the time but that is no reason for me to abandon SL. If something else failed, like hair falling off avatars, would you tell everyone to stop wearing hair? It is only by having a lot of people file complaints that action will be initiated. If I keep removing stranded vehicles I'm covering the problem up and nothing will be done. It has to get worse before Lindens will recognize it is a problem. So go ahead, get me some publicity. But if you are too lazy or don't care to get GOOD land from the Lindens that your are PAYING for, don't cry on my shoulder when it doesn't work. I set up a deomonstration on a test sim in the test grid for Maestro Linden. Within 12 hours I had over 200 vehicles on the no-entry land and had to get the Lindens to clear it. So they KNOW about the problem, they just don't have the time to find out why and fix it. It can happen on ANY land parcel but for some unknown reason it happens very easily on some. The beauty of my "drunken driver" sript is I don't need waypoints, I don't have to map every road and river. The vehicles just explore at random so all I need is a rez site and they crawl out all over the continent like ants foraging for food. Isn't that cool?
  17. I am going to be brutally honest here. I can't fix other people's problems, despite trying for months. There is a new bug in SL. the NO-ENTRY settings on many land parcels frequently FAILS. It is a problem with the land that the land-owner should get corrected. I can reproduce the problem and it happens dozens of times a day. I filed a JIRA on it but I doubt anything will be done to fix the bug. I have been spending an hour a day visiting trouble spots and removing stranded vehicles like this but NO MORE. I was filing trouble tickets on the land but since it is not my land, and since I removed the vehicles, the Lindens don't find or fix the problem. Just restarting the SIM doesn't always work and although I can demonstrate the problem I have not been able to correlate it to any particular land features. So from now on, if you have vehicles enter no-entry land PLEASE file your OWN trouble ticket. Please leave the vehicles there so the Lindens can visibly see there is a problem or they will not believe that a basic function like NO-ENTRY could not be working. Until it is fixed, setting scripts ON will permit the vehicles to find their own way back to the road.
  18. Believe me, if a vehicle is stranded its scripts are NOT running. If they were the vehicle is very good at getting back on the road and if unble to, it self destructs. The problem I'm facing is the NO-ENTRY settting on parcels failes frequently. If the parcel is also no-scrpt there is no way to have a self destruct because the script is not running. Those that say the scripts are running when they sit on a vehicle do not realize that vehicle "privileges" allow scripts to run in a no-script parcel but ONLY if a passenger is aboard. As soon as you sit on the vehicle the rider is providing the permission to start running. Temp-On-Rez is one of the only functions that will work in no-script land but setting to Temp-On-Rez doesn't work because the TOR timer is cumulative and non re-settable so you can't keep running it just in case a vehicle will get stuck I do have monitors that can find stranded vehicles but there is no way I know of to remotely kill one object from another if the victim's scripts are not running. Various solutions to the litter problem have been suggested over the years and discussed in detail with the Lindens but so far they have not been addressed. In the past I was able to keep lag to a negligible amount by scanning only once every 5 seconds. With the new bug I have had to try running the navigation scripts once or twice a second to improve resolution to avoid colliding with the roadway boundary, with a corresponding incresase in script loading although still less than 0.01% time dilution.. This has cut mortality by 50%. More tests are underway. The problem I'm seeing with no-entry failing is nothing to do with sim crossings, Qie. It can happen anywhere in a sim and I can reproduce it fairly easily. I have isolated it to a particular script function. The probability of a no-entry failing varies from parcel to parcel and can change over time. On some parcels I can violate it more than 2% of the time. All properties can be penetrated with the lowest probability about 0.005%. The reasons why some parcels are easily penetrated and others not has eluded diagnosis.
  19. HUH? The ice cream truck is not on your land. What is your problem? It is not using your prims, it is not even in your region, it is using zero resources because NO scripts are running. The ice creams are FREE, but because it is on no-script land you can't get any. Truth be known, they are not real ice creams, they are fakes so no problem about the refrigeration dying on the stranded vehicle. You can't purchase the vehicle and its not spamming any one. There is no SL advertising displayed. Its not blocking traffic on the roadway, its not even ON the roadway. Who elected you the sidewalk police? Go mind your own business.
  20. Didn't your mama tell you to be careful if you play on the road? Stand there long enough and you will be hit (gently). THERE IS BUG IN SL. ON MANY PARCELS THE NO-ENTRY FUNCTION IS NOT WORKING all the time. I SPEND UP TO AN HOUR A DAY VISITING TROUBLE SPOTS TO REMOVE VEHICLES THAT HAVE ENTERED A NO-ENTRY PARCEL AND GOT STUCK WITH A NO-SCRIPT. Do not rely on no-entry to stop objects coming on your land. I've worked with Maestro Linden to diagnose this bug and although I can reproduce it hundreds of times a day and although the problem has been tracked down to a particular script instruction, it only fails about 1 time in 100 or more tries on average depending on the parcel. Why some parcels are particularly vunerable has eluded analysis so far. This frequency is apparently low enough that so far there is no action to correct it. Until it is fixed there are a number of things you can do. 1. Turn on auto return. 2. Leave scripts turned on so they can get back to the road. 3. Send me an IM with the problem location and it will be put on our watch list and cleared at least once a day. 4. Report the problem to the Lindens to increase awareness to get this bug fixed.
  21. Error reporting is a positive side effect, not requested by the Lindens but frequently appreciated. Every vehicle is tracked at every sim crossing with over 10 million reports coming in per month (got into trouble with my data base host). Sim crossing failures are all logged into a file and listed in decreasing order of frequency so a bad sim shows up quite rapidly. I found a new bug recently - there was a cap of 1024 trouble tickets and no way to delete history so until it was fixed I had to switch to an alt for reporting. None of the reports are trivial and I frequently get thanks from the Lindens for the feedback. They do not have the time and man power to test that extensively so they do rely on resident feedback. A roll-out about a month ago was halted and reveresed due to problems showing up with my vehicles. I'm good friends with the owner of the "other" vehicle system and we compare notes when problems arise. With over 10 million sim crossings per month I can report that vehicle losses on sim crossings (except for reportable sim problems and during roll-outs) are virtually zero. Average vehicle life is around 7 hours at this time with record runs just under a week. The problems of disconnected passengers is not nearly so good however re-connecting displaced passengers seems to have improved. Just remain seated with seat belts on and wait for it. The changes for (or due to) pathfinding have been a real problem. It seems like an incredible quantum leap in development effort for a feature that has negligible practical use. Bots should love it but I can't use it. My only hope is that the object mapping feature is a pre-cursor to new and better approaches to reducing server processing load.
  22. Oh, LOL Mr. Neva, your extensive vendettas against the vehicles are nothing new. 1. Lindens don't allow one resident to take over all the public highways, EVERYONE has the same privelege. There are currently two main installations and 2 or 3 minor ones. 2. The Lindens don't approve or disprove. They don't violate the TOS so they are permitted.. I think a better description is they tolerate them. 3. What makes you think they do any load testing? There has never been any "research". Lindens have no connection to them. The vehicles do report sim problems to me and I submit trouble tickets as needed. 4. Lindens only say "no" if you violate the TOS. They could change the TOS to regulate them but apparently they are content to leave status quo for now. 5. Vehicle density is controlled and aimed at a vehicle every 10 minutes on average at any one point. Sometimes you may get say 3 in a row and sometimes none for 1/2 hour. Occupancy averages 2.5% over a 24 hour period, as much as 8% or more during the day. 6 They do crash and sometimes get stuck on private land. 95% of crashes are due to Linden bugs or sims with crippling lag. I have filed over 1000 trouble tickets that have resulted in road repairs and griefing removal. I keep working on the 5% that are due to navigation errors and they get smarter every day. My thanks to all those that reported dead vehicles (if trapped on no-script land they can't cry for help or self destruct so feedback is greatly appreciated). 7 25% of the vehicles have been programmed to morph into railroad cars or boats as necessary to be compatible with the location. It is a big job, i need to make 30 more RR and watercraft to finish which is quite difficult because you can only use the prims in the original vehicle. I'm well aware of your unsuccessful campaigns to get support for banning self navigating vehicles but so far their popularity has sustained them.
  23. And around that same time I contacted the creator ( one of your alts) by notecard. no response lol and messages. no response lol and even left a question on the profile feed. stating. whats up with the cars unmanned? Unfortunately you didn't check the profile text on the vehicle owner. It indicates that the (alt) owner is virtually never on line and IMs or Notecards are never received. It indicates you should send reports to me where they WILL get processed the same day. The owning alt gets thousands of data messages a day that would make my inbox unuseable. As far as them running off the roads, could you not design a script that auto-deleted them if it sensed being stuck in the same location (co-ordinates) for a period of time? Just a thought. They do have some very sophisticated scripts for getting back on the road and auto deleting but there are two big obstacles. A recent bug allows vehicles to enter no-entry land and if the land is also set to no-script, the scripts for getting back to the road and for self destructing stop immediately so no action can be taken. One of your cars has a web site on it that sells things. Sorry I can't say way to go, I wish your cars were gone. NONE of the vehicles reference any commercial web sites. That is against SL TOS. Advertising is not allowed on moving objects. Keep in mind I've given away thousands of my vehicles and many have purchased the script license so check the owner of the vehicles. I have seen some modified versions of my vehicles with advertising but they don't last very long.
  24. Responses Dead vehicles are counted and the (last known) location saved for analysis. The data base maintains a constant number of vehicles, they are only rezzed as replacements for lost vehicles. Under normal circumstances I lose about 500 a day but it can get higher during rolling restarts. 500 may sound excessive but spread out over thousands of sims the "derelects per sim" count is quite low. A recent bug is allowing my vehicles to enter no-entry land parcels which is proving to be quite a problem. No not on marketplace, but there is a car sales lot at Putiki Fold 17 90 No collisions are not counted. No fatal collisions have been reported. Your mother should have taught you that it can be dangerous to PLAY on the street. True, most are unoccupied. Occupancy averages about 2.5% over a 24 hour period. The roads, railroads and waterways were put there for public use. I get thanks for adding life to them. Without the automated vehicles the roads would be empty nearly all the time. The sever load is negligible, less than 5% of a single avatar. Since the average time to be in a sim is typically less than 60 seconds the overal load even on a laggy sim is insignificant. No change in time dilation can be detected except for a fraction of a second after entering a sim. I don't run people off their land and if problems are reported they are FIXED, usually withing 24 hours. If they are not reported I have no way of knowing. Yes the tank and the trojan horse will retaliate if you click on them but the missiles are fake. LOL I went to a LOT of trouble to develop a script so they COULD run without a driver. Perhaps the script is primitive but no one else has been able to create a self navigating script that will work on any road, railroad or waterway.
  25. When you find a pothole please file a trouble ticket. The SLDPW will usually repair them within 24 hours. I've filed over 1,000 tickets on road and relatead problems.
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