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Any Interest in a Traveller Open Simulator 3D Universe?

One thing to note is that this is not in Second Life.

Open Sim is a spin off of SL capable of being hosted on ones own PC or by private servers. The advantage is in scale...SL is $300/month for a sim. A comparable region hosted under OS is about $90 or even $45 per month.

What I have access to is a grid that was constructed by a pair of OS enthusiasts that simply isn't being used...and they'd like company.

What this will give CotI is a 3D forum where one can design and be one's favorite character or simply just hang around as 'yourself' and chat as you post on the forums. What comes out of that is unpredictable and dependant on the users...this world is built from within.

Scripting is the main limitation and without it we'll probably not have the whiz/flash/bang people want. However, this is all something people can fix given effort. So, if folks like it...great. It's all about what they put into it.
 
Based on my Second Life (SL) combat experiences (which are admittedly limited):
In my experience, large vehicles have unsatisfactory flight performance, but that's based on older, free scripts. New builds may be better performers.

The main limiting factor for any of this is scripting. The quality of the scripts controls almost every facet of combat.

So we should be able to compare SL performance to OS improvements and before coding. That is where i am going with my conversation. No reason to develop a meson gun or ship with one if it will not work.

Starting with a "scout ship" concept is interesting but knowing what place it will have in the roll play is significant.
 
Savage, good thoughts.

My view on this is not so much about what we can do now but what we will be able to do in 5-10 years. This is a seed to get Traveller 3D started.

I cannot emphasis enough that Open Simulator (OS) is open-ended.

Open Simulator is a code that runs the world vending and asset services. One views the world through a 'viewer' program like Firestorm, Imprudence or the Second Life viewer. It looks the same, and mostly operates the same.

What is different is the underlying server architecture. Intel and IBM have both had teams devoted to this in an exploratory fashion, trying to figure out how to create a 3D internet. Among techie VW types its pretty well known.

Since OS is simply a platform, asking 'what can be done' is rather like saying "what can you do with a computer?"

Initially 'what can be done' might be broken down into a few tiers:

1) Scale
2) Function
3) Participation

1) Scale
Each region is 800'x800'. It sounds small until you try to cover it with a good build...then you find its months of work per square. My interest is in creating reasonable, lifelike recreations of the canon Trav worlds. Initially I'd like to build Regina. Its always been my favorite.

Bob and Pete, the grid providers, enjoy company and don't have enough. Their world is a labor of love and it has rough edges. I'm pretty sure that given interest and continuous usage they'll provide whatever land we'd desire, up to the current 32 regions Romenna is built on.

My initial plan is to build a 2x2 region which is plenty large for a proof of concept. If it works...we can expand. If it tanks then I can take the OAR into inventory and it will be no loss.

So...initially plan on no constructs larger than 1600' long. I have plans to construct a Planet Class cruiser as well as the entire series of Traveller starships. Rather than constructing them from scratch, I'd much prefer to get the mesh imports from Andrew, Piper, and hopefully Jesse DeGraff if he's interested. IF those articles were brought into the world, it would be under the auspices of Bob or Pete, the grid admins. They would ensure that people's property rights were respected.

2) Function
Physics is still coming along in OS, not quite at the level of SL but getting better. As I understand it the primary reason for combat system lag is poor scripting, lots of physics combined with poor physics engines, server lag on the user end processing speed. SL and OS offer a huge degree of customizablity at the expense of functionality. Graphics, being buildable by anyone, are not usually optomized so it can kill frame rates. There are significant improvements coming to servers offering much faster access times and higher bandwidth. These problems will lessen.

I have heard of some combat 'meter's (systems) floating around in OS. I have not acquired one. I am not an expert in this. I'm hoping that some of the computer geeks out there will be.

In the end this will be what we make of it. I don't even know what it will end up being because 'it all depends.'

3) Participation
Whatever is built is linked to CotI, so folks will have the choice to use it or not. I think that as with anything a core of developers will draw more people to it. It will live on PM Grid until, hopefully, it outgrows it. I ideally see a federation of privately owned Traveller OS regions/grids connected by Hypergrid, representing the Imperium. OS is free save for the time, effort and electricity cost to run the machine...so it is basically a no-risk proposition.

What a mouthful.

Now, to try to answer your question:

"So we should be able to compare SL performance to OS improvements and before coding. That is where i am going with my conversation. No reason to develop a meson gun or ship with one if it will not work.

Starting with a "scout ship" concept is interesting but knowing what place it will have in the roll play is significant. "

Initially nothing is going to 'work'. I envision this as a snazzy chat room for its initial operating capability. Making it work, as in fly around and shoot, will require a coder/scripter. Most stuff in OS is from scratch, since it lacks SL's economy. That being said there is Hypergrid, which allows access to pretty much everything out there you can find.

Region crossings do not work for vehicles at the moment. Vehicles do not work well, again due to poor scripting and latency. They will work in the future, and may even work now since my info is dated.

A scoutship, initially, is a much better bet than a Planet Cruiser. However, I like Planet Cruisers so I'm going to do what I like ;-)
 
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Eeek! My bad. I mistakenly assumed that OS was using some version of the Havoc physics system. If this isn't the case than I would imagine that most SL objects that rely on physics scripts (like weapons and vehicles) aren't going to work.

My SL stuff is all prim-built with some sculpties. I was assuming that I would have to rebuild it rather than import it which seemed doable. Re-scripting is going to be a show-stopper for me, though. I can modify scripts, but I don't have the talent to write any but the simplest from scratch.
 
Piper,

I understand. As far as physics goes I am really not in the know. I do know that things are advancing.

I'd suggest we build it and see what happens. Worst case it sucks and no one wants to use it. No one is out anything.
 
Well, whatever happens I'm in the process of setting it up in PM Grid.

I'm currently sizing Luck Gibson Down against the regions...and LGD is pretty huge compared to a region. If I want to get some of the base in and not just the endless fields of lift pads some compromises will have to be made.

My conception of Traveller is pretty big, so the 'smallness' of SL and OS are a drawback. Eventually megaregions, that is regions up to 4096mx4096m will become more common, but the current building block is 256m. Aside from game development houses with millions of bucks and servers to spare, this is the state of the art.

I'm going to immediately work on implementing DT's concept...some meeting tables and such.

Aside from future dreams about Traveller 3D, I believe a prompt capability will be to hold 'pen and paper' games in the chat room. Image upload is free and the voice quality is excellent, being hosted by Vivox is as good as Skype.

Starmaps are true 3D as is everything else. One could play chess if they wanted to.
 
getting started

Region crossings do not work for vehicles at the moment. Vehicles do not work well, again due to poor scripting and latency. They will work in the future, and may even work now since my info is dated.

A scoutship, initially, is a much better bet than a Planet Cruiser. However, I like Planet Cruisers so I'm going to do what I like ;-)

an additional understand of constraints would be helpful. Yes the Planet Cruiser is nice but working the way up might be prudent.
 
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Nick

Quick portmanteau post of the posts I've made recently to the older version of this thread on TAS.

There was a small group in SL playing Traveller a while ago - based out of the Splintered Rock sim I think. Their approach was to treat the rest of SL as their Traveller Universe and go and run IISS survey expeditions on unsuspecting sims - nice approach! I think the SL Traveller group I set up in SL should have their contacts.

Traveller in OpenSim is also something I've been thinking about - althought I'm now more tempted by Traveller in Unity. I've got an Empress Marava class Far Trader in OpenSim, mostly kitted out, and the sim is so so that you can Rez around it a simple star port, deep space or a Mars like alien world. Pics at http://www.converj.com/sites/converjed/2011/03/traveller_empress_marava_compl.html

...

Scale wise the Far Trader is 1:1, so about 30m x 60m if memory serves. It sits on a standard 256 x 256 m sim. That's the biggest drawback for doing anything like Traveller in SL/OpenSim everything is based on 256m sims so you need 16 just for a 1 sq km bit of barren moon for the team to explore - and managing and hosting that is a pain. It's one of the reasons I'm doing more in Unity as size doesn't matter the - and it's easy to bring in real world terrain maps - I even bought a chunk of real moon in. You can see a simple Unity demo at http://www.daden-cs1.co.uk/jibe/ of Tranquility Base.

...

I've put the sim up on Kitely - can't guarantee how long I'll keep it there.

http://www.kitely.com/virtualworld/David-Burden/Empress-Marava

You'll need to register on Kitely (can use Facebook), install their plug-in and then if you haven't got one it should prompt you to install an SL/OS client and then let you in. THis was just something I knocked up for fun but it gives you the general idea.

Let me know how you get on

David
 
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You'll need to register on Kitely (can use Facebook), install their plug-in and then if you haven't got one it should prompt you to install an SL/OS client and then let you in. THis was just something I knocked up for fun but it gives you the general idea.

Let me know how you get on

David
David, Nice work... you've got a bit left to do but i like what i saw.
 
Open Sim supports Sculpts and Meshes.

Responding to David about OS/Kitely, I happen to have arrangments with the Grid admins and am currently running 32 regions.

For the moment I've decided not to derez Romenna, so I'm building on a 2x8 set of regions. A region is the same size as a sim in SL ... 256mx256, so the effective space is 1/2km x 1km.
 
I've started some building in PM Grid but my time is limited at the moment by other priorities. CotI will be here when something is presentable. Until then I'll lurk and build.
 
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