Israel Schnute's

Archive for the ‘Lapara’ Category

Lag Kills

In internet, Lapara on April 27, 2020 at 8:05 pm

Don’t let it happen to you.

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About those Neighbors

In internet, Lapara, Weekend update on March 20, 2020 at 4:33 pm

I had these neighbors.  They had a horse farm and a DFS farm.  Scripts went above 7000 in the sim.  Trains wouldn’t run on time.  I had to retime the entire sensor network.  Bus service had to stop.  It took me a while to figure out the cause, I thought it was Second Life, but then why does Lapara work so well?

They abandoned onto the next sim.  Everything went back to normal.  Other people abandoned.

Then one day, they came back.  They bought the entire strip.  I’m grateful that there is life, however it’s a couple municipal buildings and a loading dock.  But mainly, it’s market stalls.

Laggy Market Stalls.

And a puppy mill.

Scripts are increasing by 100 per day in the load.  I can’t even turn a scooter.

This sim performance meter never goes to the top.  I have never seen one of these measure such poor performance.  Sometimes it even turns yellow whilst I just stand and stare at it.

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Of Prims lost, and Prims found

In Lapara, Weekend update on March 4, 2020 at 4:08 pm

Sometimes you rez an object.  You can’t find it.  Did it rez?  Is it somewhere you can’t find?  In a wall, in the ground?

Imagine having a sim for 10 years.  How much stuff do you think can be lost?

Recently, While looking in the sky, I found an old toy helicopter that I rarely get to play with.  29 Prims.  This thing was 500 feet higher from where I would normally use it!

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Last month some unused C4 was discovered under a park.

I wonder just how much other stuff lurks behind the next wall

Connecting the portal to the new alignment

In Lapara on November 13, 2019 at 6:00 am

 

The new tracks are only a few feet away from the old alignment.  Three feet for the inbound track and nine feet for the outbound track.  From rail to rail.  Instead of tearing down and rebuilding a whole building with its electronics and glass and bricks and billboards, we made a track loop.

As always, all work takes place at night.  We have 10 year floodlights that still do the job as good as any.

In this first image, the traffic signal will stay.  The tracks will circle around it.

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The lower light will be re-positioned.Snapshot_597Snapshot_598Snapshot_600

There were two tracks previously.  We now have two loops AND a crossover track!Snapshot_601Snapshot_602

That means I’ll have to do some electrical work for the rare case a train will have to wrong rail right here to get to the other door.

Here are the videos of the new run.  It clears the pole so nicely.

Maybe other sims will put it all on a straight line.  But I really like wedging things into existing spaces.  The S-curve on the train makes this look rather exciting.

Hard Hats and reflective gear is required. http://maps.secondlife.com/secondlife/Astarte/33/234/90

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The Anatomy of rebuilding a street

In Lapara, New Technology on November 12, 2019 at 6:00 am

The seasons are changing quicker than I can keep up.  I wanted to redo the city streets in the spring, but in the Astarte wing of Olde Lapara Towne, we really need to expand our parkland for this years Winterfest.  Adding more park space is in line with our current theme and mission, Lapara – City of Parks.  To do so, we are reconstructing Foxglove Parkway, and for winterfest, instead of having dual-carriageways, there will be one carriageway with just one lane in each direction.

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Originally, the road had dual two-lane carriageways, plus a beautiful tree filled median.  Last winter, we had some temporary fun and built a tunnel, an overpass, and a frontage road.  The latter two removed, we kept the tunnel through the summer.  Remnants are probably found under the surface level.  Just like any large city, pieces always remain.  We filled the tunnel, and are using a portion of the original Northern carriageway for trains only.  There is a more pedestrian air with just trams running.

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This series will chronicle the amount of details that flow into building a road by the Lapara Street and Design Committee, the Lapara Streets Department, along with the Lapara Transit Agency.

Several aspects of required to put in a high quality road.  There are texture considerations, and the type of road.  The size of the road.  Fixtures, manholes, poles, wires, lines, sidewalks, curbs, railings, benches, manholes, hydrants, and lights to cram in properly.  If you are on the mainland, we don’t do perfect squares and right angles.  This is where it gets fun.

Everything in town is either custom made, or heavily modified.  We have no prefabricated streets.  And, even the trains and some buildings are all heavily modified.

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This post will focus solely on installing a rail-line as this is the most precise, and labor intensive aspect.  We installed a double-track line, and we need to space the tracks properly with the guiderail at the correct location, so that two passing trains will not collide while also not clipping anyone who chanced upon the sidewalk.

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First, I have guilderails installed from the previous layout (thick red lines).  The right will be scrapped.  The left will probably need to be deleted as well if it isn’t properly aligned to our new track.  We use the standard SLRR gauge and scale.  More on this later.

I use an old guiderail template.  I believe other versions are still out there.  Since the SLRR uses a uniform scale, any product should work.  I drop the guiderail into place.

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“Easy does it”.  Then I push it into position.  The box has to line up center to the tracks, and the top should rest just on the top of the rails.

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A train built on standard SLRR gauge will rest with the wheels perfectly on the tracks.  I currently use some modify gacha trains which aren’t exactly to scale, but are very very close.  One is in Japanese narrow gauge, but you have to zoom to the trucks and wheels to figure that out.  Nobody will notice.

We move the lightest train into position and check out the alignment.  We’re looking to see if the track is in the right location, and not if the train is on the track correctly.  That is, do we need to move the tracks closer, or away from the curb?  We’re not checking the train, because, if you have enough experience, the guiderail template took care of this consistently.  So, Is the train off center?  Is it running over the curb?

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This looks good.  It is very tight, but the stairs aren’t cutting into our granite curb at all, nor hitting anyone’s ankles.  The train need not be so close, but we’re trying to save some space, and a more confined space does give us much greater immersion.

Now, onto the second track.

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I’ve put in a temporary old hulking BRR steam engine.  This is much bigger than any of the trams that will run.  Since the street was already measured 2 versions ago, it looks good.  The trains aren’t touching, we’re not going onto the sidewalk, and we just barely fit!

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Let’s test it with a larger tram than the two currently in the garage to get a better image.  This is bigger than the trains that will go into service.

Now we can copy the guiderail up the entire block!

Two more actions are necessary.  Connect the guide to the rest of the system, and to hook up the sensor.  We have two versions, this one we are trying to use the most.

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When the train passes over our sensor, it will issue a series of commands.  I can control traffic signals, LED signs, crossing gates, and track signals with this.  On this bit of road, the eastbound track will activate the crossing gate, the westbound sensor will open the portal doors, sound the alarm bell, and change the traffic signal to red.

This sensor (pictured above) is the Westbound sensor.  It will only issue one command.  The doors will pick up the command, ring the bells, and open the doors.  Another traffic control box will pick up the command independently, and change the traffic signal to red.   And then, after a period of time, the doors will close, and the traffic signal will revert to green.  The whole procedure will be timed, how long it takes the train to cross the signal, and then enter the crossing, and how long the system should be active until it resets back.  Time and distance studies will take place at the last phase of the project.

However, right now, we need to connect our segment of track.  We have to move most of these old guides to the new alignment, and rebuild some track as well.  This looks like it will be somewhat of a loop than just a turn.

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Most people aren’t familiar that there are standards on Second Life.  Over 10 years ago an SLRR standard was created, with a uniform size for trains and tracks.  Lapara Towne  has complied with this ever since.  Lapara Town borders the SLRR, and Route 1, on the Atoll.  The Atoll has the highest rating on the infrastructure efficiency index.  Over the years, I’ve noticed that nearly all vehicles follow this standard to some degree as well.  Visitors vehicles, and my own will fit in these lanes perfectly. Vehicles rarely ever top more than 9 feet if not 10 feet wide, unless we’re importing a tractor-trailer.

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3 makers, one custom road, they all fit and appear to SL scale.

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In the next edition, we’ll talk about the streetscape, and lighting!

http://maps.secondlife.com/secondlife/Astarte/40/227/90

Second Life’s only integrated signal crossing

In internet, Lapara, New Technology on November 6, 2019 at 2:46 pm

Traffic signal, klaxon, arm, and trains you won’t find anywhere else, nowhere else.

http://maps.secondlife.com/secondlife/Astarte/141/226/90

Construction goes on

In Lapara, Weekend update on September 27, 2019 at 5:21 pm

We just need to rip up the old floors now, but the rain is prolonging work to the new lobby.

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Prim shift, shifting prims, oh my

In internet, Lapara, New Technology on September 11, 2019 at 12:03 pm

The concept of prim shift has been a theory (to the best of my knowledge) for years.  When you have 13,000 prims to track, you start wondering if you really made that many mistakes, or have gotten that sloppy.

Today’s RC channel roll has proved “prim shift”.  It is so bad, that a 2 mile commuter route is now shut down.

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You can see the guide floating way up in the air.  Also, a teleporter is about 10 feet high too.

http://maps.secondlife.com/secondlife/Lapara/217/26/55

It should be noted that this piece is almost 5 years old.  It has not been touched in FIVE years.

And below are various other incidents documented recently:

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Discovered August 22nd.  This was originally rezzed, and never moved since August 22, 2010.  9 years exactly.  It is still off at the moment slightly.

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These are all recent as the shift has gotten worse recently.  It was never really much more than a minor glitch when something moves an inch, or turns to the side, but now we’re finding objects being lobbed several feet.

 

 

What’s up with the trick building?!

In Lapara, New Technology on September 11, 2019 at 10:58 am

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Some elements in town appear to be a farce.  However, Olde Lapara Towne is the only place I get to practice a few tricks I’ve learned at university.

There are fake buildings in town!  Maybe they’re noticable to those who idle in the intersections and cam around.   But, while it is another in a long lists of firsts to be done in SL that we boast is ONLY in Old Lapara Towne, it is not a new concept.  I found out this trick is Victorian.

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And an open-cut subway has been in the plans for a while.

Art Installation – Sacrifice (2019)

In Art, Beauty, Lapara on September 8, 2019 at 6:00 am

Hidden in the Department of Transportation building for several months is a little installation called Sacrifice.  

It’s one of the hidden surprises (or easter eggs in computer terms) that is all around town for those who like to explore things deeply.  Now that it’s been out for a season, we can post the link.

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Astarte Municipal Building