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Key: MISC-1470
Type: Meta Issue Meta Issue
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Argent Stonecutter
Votes: 11
Watchers: 4
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4. Second Life Misc Issues - MISC

Meta-issue - filling in the bottlenecks for boating

Created: 25/Nov/07 01:38 PM   Updated: 11/Aug/09 01:37 PM
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Component/s: Linden Builds
Affects Version/s: None
Fix Version/s: None

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1. Nautilus - Corsica join.jpg
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There are many places around the edge of the mainland where boating for extended journeys is almost possible.

For example, in the north of Nautilus, the four new open water sims connecting the central and norther portions of the new continent are great, but unfortunately the sim Kinrara is owned by a group that has put almost the whole sim under group-only access. There is only a narrow and unmarked passage at the very northern edge between Turay and Tungate open to allow boating between the large open water area to the north and the four new sims. If you miss the gap you run into the "sim border ban line bug" and get kicked off, lose the boat, and sometimes crash.North of this gap virtually all of the inland sea is open, and to the south you can sail at least a dozen sims in either direction (taking some care between Ponsonby and Tomasina, and I haven't checked to see if you can get past Mathis). One more void sim would make this an exceptional new boating area.

Other areas needing attention should be appended here...



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Sling Trebuchet added a comment - 27/Jan/09 04:09 AM - edited
This is the coridoor between Nautilus and Corsica continents - as at January 09

Sling Trebuchet added a comment - 27/Jan/09 04:38 AM - edited

( I have to confess to a vested interest here, as my group has the SE corner of Nebo - where incidentally, all are free to rezz their boats.)

Kinrara is a problem when it is banlined. Is has been in the past, and currently the owner seems to be playing with access for some parcels while developing the sim. We can't see banlines on the boundary of a sim that we are about to enter, so we just have to know that they are there.
There is protected passage to the west of Kinrara, and it's easier to get around Kinrara that way.
That being said, a sim or even two North of Turay would get rid of that difficult little gap on the NE corner of Kinrara.
I've put a Cardinal Mark out to mark the NW corner of Kinrara, in case it gets ban-lined again, and to help cut the sim-crossing count. It meant sticking a phantom object out through the narrow protected passage in SE Nebo, but all in a good cause.

Sims on the N and S of Castle Valeria would be good.
One on the South would open up protected passage Northwards from the West coast of Nautilus, which is curently subject to the whim of the owner of Zukovsky sim.
One to the North would encourage a flow around Kinrara, and perhaps more importantly, maintain the Protected passage along the South coast of Corsica. Moving Tursi would block that off.

and pretty please ...
The older water sims have boring flat seabottoms. The latest ones have some character. Could someone go a bit creative with the ground of the older sims?


Argent Stonecutter added a comment - 27/Jan/09 05:19 AM - edited
Removed the suggestion to move Tursi.

Also, there's prim islands almost to the edge of Slaash, and there's no Linden waterway from Thomasina to Ponsonby.

A water sim south of Abbotts Field would make landings on the main runway there easier.


Argent Stonecutter added a comment - 27/Jan/09 05:48 AM
Since I created this item, Kinrara has been opened... except for one parcel in the north-east corner optimally placed to clobber ships trying to take the Linden passage from Turay north.

Argent Stonecutter added a comment - 29/Jan/09 01:30 PM - edited
Additional locations, to finish connecting Corsica to Nautilus City and Blake Sea:

1 new sim east of Macavity

3 new sims east of Denny, OR 1 new sim east of Denny, and 3 east from Imona to Marebbe (or 1 east of Denny, 1 east of Imona, 2 between Leximus and Luson, and 1 west of Marebbe to fill in that whole bay)

Need 12 sims starting north of Milio around Vitucuso, Fenos, across and around Caspoli and Loach.

From there, 4 sims north of Triggerfish, Jorunn, Grelod, and Rannet.

8 sims east of Rollo, around Egil and Torkell, to Leoming.

2 sims south of Barracuda to Peleg, OR south of Sculpin to Bildad. Filling in the whole void there would be good.

Make sure there's a marked passage between Thalipolli and Impish Glee.

Alternative for the last two... enough sims to connect Emin to Elhaddad: 7 sims.

That's a minimum of 31, maximum of 36, and another 10-12 to fill in all the internal voids.


Argent Stonecutter added a comment - 29/Jan/09 02:09 PM
On the west side, to guarantee access to the inland sea:

Marked passage between Dromio and Constance.

Marked passage between Beatrice and Benvolio.

1 sim south of Mathis (west of Slymington).

1 sim between Castle Valeria and Brunskill.

To complete the circumnavigation of Nautilus: 16 sims from Mathis around to Filicetti, 10 from Filosa to Vessl, and a marked passage between Nuclear and Plontafus. Total, 28.


Argent Stonecutter added a comment - 07/Mar/09 01:55 AM
Update:

"A couple of days ago LL added a homestead region (Waxford) , filling the space between Castle Valeria and Brunskill which is one of the requests/proposed solutions in the JIRA. They also added another (Kenosaki) on the Eastern border of Ponsonby, which improves navigation between Tomasina & Ponsonby." – http://forums.secondlife.com/showpost.php?p=2345858&postcount=7