Land & Public Works

Linden Department of Public Works
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Two Bellisseria Railroad Crossing Signals Stuck in Woorermal and Leomund
Locations: http://maps.secondlife.com/secondlife/Woorermal/239/164/65 http://maps.secondlife.com/secondlife/Leomund/170/14/56 I've just noticed that the railroad crossing signal devices at the above two locations, on both sides of the crossings, are stuck in a state where the red lights are flashing but the barriers are up. I tested with a locomotive to try and trigger the devices, but nothing changed. When I highlighted transparent surfaces I noticed the "Crossing Trigger" objects are missing from these two crossings for some reason. For example at http://maps.secondlife.com/secondlife/Woorermal/94/82/58 there is a "LDPW - Crossing Trigger" object, and also at the other end of the upcoming crossing at http://maps.secondlife.com/secondlife/Leomund/239/75/57 are in place, and the signals at http://maps.secondlife.com/secondlife/Woorermal/48/74/58 work correctly. However the Crossing trigger located in Leomund should probably be placed in Woorermal instead because my test now showed inconsistent results. Eventually the Crossing Trigger at http://maps.secondlife.com/secondlife/Woorermal/94/82/58 also triggered the signals at http://maps.secondlife.com/secondlife/Woorermal/239/164/65 on a third test. However after that, instead of shutting the flashing lights off, they kept flashing when the barrier went up - so this is inconsistent at best. This is not a new issue at these two crossings, they might be doing this ever since they have been placed here. Also as you can see in the second photo, all of these crossing signal objects have a convex hull collision physics shape, which reaches onto the sidewalk, which means in every single railroad crossing in Bellisseria which is equipped with signals, if we walk on the sidewalk, we bump into the invisible obstacles created by the convex hull physics shapes. I know the railroad here is exempt from QA and that's how these objects were able to pass, but it would be nice if at least the 6 objects at these 3 crossings here could be fixed, either set to phantom or replaced with a properly uploaded mesh that has a proper physics shape. (You can upload a custom physics shape in the mesh uploader.)
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Recycle old Linden Homes continent regions for reuse elsewhere.
The original Linden Homes continents (aka Nascera continents) are planned to be removed from the Second Life grid. Their Residents have been urged by LL to relocate to newer Bellisseria Linden Homes regions. If the Residents can be relocated, why not recycle and relocate the old Nascera regions as well? There are plenty of areas in both Mainland and Bellisseria that could benefit enormously from having additional "new" recycled regions added to them to improve or complete them. For example, 13 of Nascera's regions could be used to create a water and air transport corridor between Gaeta I and Corsica continents. Sansara could have it's roads extended into Bay City. Newbrooke theme in Bellisseria has a massive "hole" void inside it, as well as a missing northwest coastline. Bellisseria themes Ranch, Mediterranean and Sakura all lack completed land and coastline areas. Jeogeot continent could have a full perimeter of protected inshore coastline regions added to it, as could Sansara, Heterocera and Satori too. Unfinished continents such as Gaeta I and Zindra could both be finally completed to their original intended plan by reusing Nascera's regions. I propose that Nascera continent regions should not simply be deleted. Some regions should obviously be saved for history and sentimental reasons. But what of the other masses of soon to be vacated Nascera regions? Reuse them to improve the rest of Second Life. Waste not, want not!
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Connect Bay City / Nova Albion to Sansara road network
With the Anniversary of Bay City coming up this weekend, it's well past time for Bay City to be connected to the rest of the Sansara road network. I've been able to physically walk out two proposed paths. Both paths would be entirely on Linden owned lands, not taking any resident parcels from existing owners.. The proposed route would start at the info hub in Dore (where the existing road out of Nova Albion ends). Continue south through the Morris sandbox and along the eastern side of historic Oak Grove, though through the portion where there are no builds. Enter into the vehicle sandbox sims and follow one of two paths from that point: Move south at Bethel and use the existing vehicle sandbox pathways and bridge system to translation to a coastal road in Ouranos, dropping into a tunnel or under-water road along the southern edge of Mnemosyne and the southern most edge of Abbotts (currently LL owned), then up the canal in Cowell, connecting to the road at the Noyo parking lot. Continue east through the vehicle sandbox, moving under water at Kapor, through the existing waterway in Stinson, under the "Bay of Space Pigs" and connecting with the roadway in either Rodeo or Omidyar. Both routes would require an underwater road or tunnel system, though considering the quality work with such routes in Jeogeot, there's plenty of precident for that! As stated, we walked both routes from start to finish and found either LDPW or Governor Linden owned parcels the entire way. Happy to walk the route with anyone as well.
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