Yava Script Pods
The Yava script pods are automated, convertable, scheduled vehicles that can be seen on Corsica, Gaeta 1, Gaeta 5, Heterocera, Jeogeot, Nautilus, Sansara, Satori, Sharp Continent and occasional in Zindra. Compared with other automated vehicles, they are much more safe and still they allow passenger to control a few functions (like speed).
NOTE: Some pods move extremely fast, too fast for many people to survive sim crossings. By pressing the UP and DOWN buttons in WALK-RUN-FLY menu, you can increase or decrease speed.
Design and features
These vehicles have low prim count and low size. They are phantom (not interfering with other vehicles or avatars), but still they can affect a few things, like railway switches. They are convertable vehicles, that look like a train on railway, spherical pods on roads or ground, boats on water or even submarines if needed.
The scripts use a notecard to store data. Measures show that the Yava script pods are not high-lag vehicles, they don't affect nearby residents with unwanted noise and they don't create high lag in the sim or parcel they enter (yet, it is proven that any avatar, object or script has an influence on land and server performance, it is important to keep this influence below certain limits). Influence is comparable with a classic Heterocera VRC opensource train. While moving on railways, they are not affected by switch changes.
The fact that they give touristic informations on the way is very important and helps people learn much about Second Life geography and history.
Very suggestive are the drawings found on these vehicles. They show important features on the way they go to visit.
These vehicles are released after a schedule (usually at every 30 minutes), but this is not a rule. Some of the pods (like the GSLR Cecropia - Calleta) are released at other schedules. From any pod base, if an avatar wishes, a vehicle can be rezzed anytime. Position of some pods can be noticed with some interactive maps (found usually in Heterocera along the railway, but also in majority of pod bases). There still are pods that are not rezzed by touch. From time to time, some pod rezzers might not be functional, for technical problems.
Scheduled might be affected by sim logout processes or by avatars crashing at a sim cross Still, speed is too high for some people with bad conenctions. Majority of pods have long lives. After they finish their tours, they return home and go again on another tour.
Pod vehicles are rezzed at some specified bases. Their size vary from a small square to a large structure. Each base has a pod rezzer cone, an online map and occasionally some other constructions. Land might belong to different owners.
- Corsica, Corfeld sim, near the road. -
- Corsica, Dungarvan sim, at a small port. -
- Gaeta 1, Elten sim, close to the South road. -
- Gaeta 5, Demorgan sim, with road contact, on North road. -
- Heterocera, Calleta City, Calleta sim, on the GSLR, close to the juction with main railway, not far from Calleta infohub. -
- Heterocera, Bembecia City, Hooktip sim. -
- Jeogeot, Monowai sim, placed near center of the continent, with road access. -
- Sansara, Snowlands Subcontinent, Durango sim, visible from road. -
- Satori, North-West coast, Basilisk sim, at the shore, no road access. -
- Satori, West, Kamazotz sim, at the shore, at the end of a long dead-end road. -
- Satori, South, Trabushkja sim, somewhere without road or water access. -
- Sharp Continent, Cascade sim, with road access, in the Sharp Snowlands. -
- Zindra, Kama City, Bronlen sim, not far from Kama Center. -
NOTE: All bases in Sansara and Heterocera have connections with the SLGI Trains.
Currently, the pods can be found on many continents. There are also transcontinental pods. So, the same pod might appear twice on the lists.
C1 - East Continent is a small distance pod that departs every hour at past 0 and 30. It travels along a small distance, East to the pod base. This is a very good way to have a first contact with Corsica and its Geography. Basically, this pod follows a loop, a square, in East. There is a long and sharp bridge that worths visiting along the way. On this first journey, a traveler can see that this continent has no mountains, but hills and plateaus. High plateaus are rocky, while vegetation is more frequent near the shores. Also, any traveler will notice that land near the roads and shores is more populated, while the vast plateaus are not inhabited.
C2/N2 - Corsica & North Nautilus departs every hour at past 20 and 50. This is a marathon run, that includes both road and waterways. It might take up to 4 hours to complete it. Since distance is so long, it is almost impossible not to suffer a sim crash. Also it is important to know that on water surface speed is increased to extreme levels. This is because of sim behavior, to avoid vehicle auto return. It is highly recommended for those who love sailing and water adventures.
The pod departs at the base, then moves along circuit road, then it takes a shortcut on another road. From there, it no longer follows road surface, but waterways. The journey on water is very long, it ends at Corsica largest island. There, the pod makes a loop inside island roads, a small tour. Island roads are different from continent roads, with a more rustic style. After this loop, the pod leaves for Nautilus, through Castle Valeria, one of the 5 Transcontinental Channels. And after a long water trip, it reaches Nautilus. Inside Nautilus, it follows the roads in North part of the continent. The pod takes all roads, one by one, using the right law (always turning right at any crossroad). North Nautilus road network include one main road and 2 deviations.
There is a strong change of landscape between the plateaus of Corsica and the massive and low-declivity mountains found in Nautilus. These mountains, described at Mountains Of East Continents, cover a large surface but are by far smaller then Mountains Of Heterocera and a lot less accessible, thanks to an undeveloped infrastructure and Land With Restricted Access.
After this visit inside Nautilus, the pod returns to Corsica waters, using Castle Valeria transcontinental channel and then a very long waterway, reaching back to the continent circuit road, where it takes another shortcut. It looks like the pod uses a slightly different route while returning on water, but the speed is so high, that you won't realise the change.
C3 - The Circuit departs every hour at past 10 and 40. It is also a good way to take contact with the largest part of this continent, the part that really is a complact mass of land. This pod follows the circuit road, an elongated oval. Along this road, there are many interesting features: places with extreme declivity (up to 20%), bridges and places with unusual pavement. Also, there are many road signs. The largest part of the road is asphalted and looks like a real road, but without fast turns to left and right. Landscape offers various views of the rocky or grass-covered plateaus of this continent. Following this tour will give a newcomer a complete image of what East Corsica looks like and what to find here.
C4 - West Islands is made a pod that uses a separate base on an island. For the largest part, this pod travels on water. It is rezzed on water surface and travels a significant distance through waterways. After visiting many sims, it reaches a channel that is continued with road 11, a fragmented road that allows some access inside the largest island of Corsica continent. The problem is that part of this road is submerged. At road end, the vehicle becomes a boat again and travels to reach old road 11, probably the place with greatest landscapes ever to be seen in Corsica. This is a real mountain trail, climbing on top of the plateau on an unaccessible versance. There, on top, you can see the temple of prim (most possible something unfinished). Road continues on the form of a sharp wooden bridge, too narrow for a vehicle to pass. It is very quiet place with a landscape not seen in many places.
Pod line G1 - North' To see the beach of Gaeta 1 and to know where to sail in this continent, pod line G1 is the best option. After it is detached at pod base, it moves along the beach road. For a small part, it becomes a boat to pass a lake. Then, after reaching a dock, it becomes a boat and start moving to North. It circles around the North-East peninsula, most populated part of the continent. It continues by water its movement to East, along the coast. Then, following a trail of protected land, probably a projected and unfinished beach road, it moves on land a few sims, through the place where land has never been sold. After this, the pod reaches sea water again and moves to the Eastern end of this continent, to a small island that really is in the middle of nowhere. From here, the pod returns by water along the coast, all along the North coast, to the dock where beach road ends.
The North part of this continent has the lowest altitude of all continental plains. In case of a tsunami, most probably the entire North continental part will be submerged. It is a yellow sand that looks great for beach. In many places, because land is highly depopulated, you can feel like in a desert and not on a tropical beach paradise. Still, for those who love sea, the lonely waters of this continent are a very good choice to drive their boats.
Pod line G2 - South Detached every hour at past 20, 40 and 00, this pod has not a long trail to follow. It starts its journey at the pod station. Then, along the beach road, it goes West, to the shore. Once it reaches the coast, at a boat rezz zone, it starts going South, along the coast, by water. After a few sims, it becomes a pod again and starts moving on a slice of protected land. Most probably, that slice was intended to become a road, but since Gaeta 1 is unfinished, the road was never constructed. Still, vehicles can use it. The furthest point is at the edge of the owrld, the blace beyond where nothing exists, the Void Ocean. From here, the pod returns back to base. Entire trip does not take much, Gaeta 1 is a very small continent.
By traveling with this pod, you get contact to South part of the continent. All land is flat, a large plain, even if, from coast to top, you climb a bit. This is the paradox of both Gaetas: land is so smooth that you don't even notice when you have climbed. Also if you look at the sea, sometimes water might appear to be not clean. This is also because the ground is close to water surface.
Pod line G5 - Inner Ring If you want to get an image of how does inland Gaeta looks like, this is the best way. The pod circles on the two roads that goes through lain continental landmass and on limited distances on continent coast road, in anticlockwise rotation. First, it goes along North coast road. You might often see water around, but not the sea itself. It is in fact a swampy place, like much of the outer plain of Gaeta 1. Altitude is very low, close to water level, so every resident can terraform its land and have a swamp. Then, the pod goes South, following a road that goes almost along a depression that separates the two high plains (see Gaeta 5 for more Geographic data). Then, it reaches the South coast road (again not a coast road like the one found in Heterocera or a beach road like in Zindra, but a road through some swampy plains). and once again, it turns North, through another road that goes through the entire continent, to reach the North coast road.
There are 3 important features of Gaeta 5 that you can notice while using this pod: First, it is that roads are not finished and very damaged. There are missing brodges, places where it should be working on the road (and are abandoned for years), roads covered with sand and also road surface doesn't look too good. Second, you migh soon notice that entire continent is a large plain. Yes, it is not perfectly flat like in Bay City, Nautilus City or some parts of the Premium Continents, but still a plain. There are no mountains on this continent. There is a single hill (see Mountains Of East Continents for details). And third, you will notice that population density is high around roads, but if you look behind, you will see a lot of abandoned land. The lack of roads, the fact that many sims have no road access, has a very bad effect to the economic development.
Pod line G6 - Outer Ring To take a complete tour of the continental coast, probably the best option is to use this pod. Coast road is highly fragmented. There are 7 places where the pod becomes a boat. Also, it North-East, it becomes a submarine to investigate a submerged road tunnel. In West, there is a place where road is fragmented by an obstacle, but behind it, there is a wooden beach road where vehicles can drive. In South, there are places where road needs reparations (and work is in progress, but it looks like it will never be done). Another problem is that in some parts road is covered with sand. Gaeta coast is full of interesting places. There are a few places where road is colse to the shore (in West and in East). On a small part of the journey (in North), the road is a bit further away from the coast. Since Altitude is very low, it is very easy to terraform. This is why in many places you will find swamps and water channels close to the road, on both sides. While moving on water, the pod will take you to the coastal channels that replace road there. Sometimes, vegetation is incredible and landscape is similar to Heterocera Inner Waters.
H1 - Transcontinental is a special pod that connects Heterocera with Sansara. It is launched every 30 minutes, departures are at each hour past 10 and 50 in Heterocera and at past 00 and 30 in Sansara. The pod comes from Sansara in Cecropia sim, then follows the waterways to tuliptree. From there, it moves along the railway to Calleta. there, not far from pod base, it stops a minute and goes to East, along road 1. It follows the road along inner atoll coast, to the bridge that goes to Inner Atoll. There, it follows the coast (moving in anticlockwise direction) and the inner coast (along Caldera/Zaygena lake) in clockwise direction. After finishing this deviation, it returns to road 1 and follows it along the iner shore of outer atoll, all the way to the long wooden bridge.
After moving on the bridge, it returns to Calleta, but without entering pod base. In fact, it turns West along the coast line, reaching the South-Western end of the continent. It returns on a different route, making two deviations deeper inland. In the end, it reaches pod base in Calleta. A new pod is released there to reach Sansara pod base.
See the chapter about Sansara for the exact route inside that continent.
H2 - South East Heterocera This pod offers a trip along Heterocera Inner Waters and railway terminals, Tuliptree and Bhaga. It does not require too much time to complete, so it is a very good option for people with limited free time. The pod departs from Calleta base. It soon becomes a train and starts following the railway South to tuliptree. Then, when rail ends, it becomes a boat and starts a tour along the outer delta. It does not follow a direct route (like the one used by the VRC ferry), but a longer route, along the many navigable channels. It reaches Hyles infohub and at some point, it moves accross an island. Then, in Bhaga, it becomes a train and starts moving to North, along the railway, until it reaches road 1. From there, it follows the road and the wooden bridge, to return to pod base in Calleta. This pod is a very good way to have a close contact with Heterocera outer delta.
H3 - Heterocera Coast. It is probably the longest tour in Heterocera and also travels along the longest distance. It follows all the external coast of the continent. It is recommended for the incredible, breathtaking views of the shore. All along this pod line, water is not far. This is not seen often on other continents, where you have to travel a lot through verious private parcels to reach coast side.
The tour starts in Calleta, then the vehicle moves along road 1, through the inner coast. It takes a shortcut over the long wooden bridge, through the delta, then it continues East, along road 1, crossing the railway. The pod turns North, on road 2, close to the shore. It is a place with specific vegetation and many water views. There are a few bridges on the way. Unlike other later continents, Heterocera looks like a temperate place, with temperate vegetation. Then, from Melanthia to Spangle, the vehicle becomes a train and moves on the railway. This is the only coast railway in Heterocera. After a small entry in Plusia station, it enters a road to Satellite sim.
The North coast offers some rare landscapes. The presence of some coast altitude, highly detailed Geographic features and a lot of vegetation, is what makes this place amazing. Road itself is very different: There are places with wooden road, with pavement (of different types), asphalt and even road with a reffuge on its center. There are a few smaller roads that go further North, to the shores or to a lighthouse. The pod generously makes deviations to them. Landscape is very interesting all the way along the Northern and Western coast. It is a long journey, but it worths every second.
The last parts, on South-West, are more unpopulated. This might be partially linked with the death of West Atoll Railroad. Second Life Geography team proved many times, through studies, that there is a strict relation between communication ways and population density. Then, the pod continues its tour along South coast, with a small deviation to Lebeda sim. In the end, after passing over a few bridges, it returns back to Calleta base.
H4 - road 4 This is a good opportunity to have contact with all outer plain of Heterocera. It is a long route and from all pod tours, it has the longest distance of railway movement. The pod is detached in Calleta base. From here, it becomes a train and moves on the railway all the way to Neumoegen. Then, it becomes a pod again and enters Robin Loop, a road that connects many sims. The route is then continued to North. At some points, it has a common path with coast route. Road 4 actually begins somewhere in North. All the way, there are smooth hills, some plains and occasionally border mountains. Road is usually paved or sometimes asphalted. Then, form Yucca, the pod becomes a train for second time and moves al the way to Spectacle on rails, on a railway that was built in 2013. From Spectacle, it moves on road, but almost all way the railway can be seen nearby. And again, in the East, the pod enters again railway. This time, it moves to Crumbi Junction and then to the Mountain Railway, with taking a small loop in Hooktip railway maze. Then, from Pavonia, it follows railway, then an off-road way and then a road, to reach Heterocera Inner Waters. From that point, the pod becomes a boat and follows the waterways. The last part of the journey is made by road.
H5 - Cecropia Express. Stops: pod station, Cecropia station, Calleta rail connection. It has no speed controler. It can be seen along the GSLR main rail in Heterocera, from Calleta (junctoin with main railway, Calleta representance of Arcadia Asylum) to Cecropia docks (gateway to Sansara). It passes through only 2 sims and it waits a few minutes at each line end. There is a single pod moving along the way, at every 10 minutes. It waits about 2 minute at each line end. Another station is at the pod station.
This is probably the shortest way a pod moves on and the most frequent of all routes.
H6 - The Great Wall This pod follows a complex route, including roads, off-road sectors, waterways and of course railways. It is launched in Calleta, like all pods for Heterocera. It flies to the road bus station. After a small break, it moves North along road 1. then, it exits road and enters Heterocera Inner Waters, South to the great bridge. It goes accross the entire delta, on a route close to that used by the VRC ferry. Reaching Baga docks, the pod does not stop. It continues along the coast, to North, reaching in the end Vicina rail terminal. At Vicina, it exits water and becomes a train. From there, it follows the railway (Maritime Line), to Crumbi Junction. It goes a bit South, to Zale, then it returns to Crumbi. From here, the pod moves West, along the main line, to Crenulate and then, along the mountain line, to Paranthrene, close to Pavonia. From here, it turns south, to Pawpaw, then to the Bembecia - Hooktip railway maze, largest rail yard on the grid.
The pod exits railway in Saturnia sim, then it continues to North, along road 3, a beautiful illuminated route North of the great Mountains Of Heterocera (use this link to find about foot paths deeper inside the mountains). It is a long journey along this road. Then, at some point, the pod makes a large deviation to North, reaching the beautiful North coast of the atoll. After making a large bubble, it returns back on route 3. At some point, it turns South, following another asphalted and illuminated road to South, to Pyri office. Pyri is the gateway to Pyri Funfair, a place in Jeogeot, Mountains Of Jeogeot, with the largest cave on grid (see Caves & Mines). From here, the pod climbs the mountain and reaches the great wall.
Similar somehow to the Chinese wall, but with ancient Egyptean influence, the great wall is impressive, a massive construction that worths to be visited. It is very long, a few kilometers. Then, it is continued with a road, Robin Loop, that takes the pod to Neumoegen railway station. From there, it moves on rails all way back to Calleta.
P1 - Around the continent is an exception in naming. The name comes from Paradise Tours. This vehicle starts its route from Hooktip railway maze. It is rezzed every hour at past 0 and 30. From Hooktip, it moves by rail all the way to Bhaga, where it pauses for a few minutes. The pod starts again to move at past 25 and 55. From here, it follows a similar route with pod line H3, only that it moves in the opposite direction. It moves all the way along West and North coast, with a few deviations in North East. All the route with its incredible landscapes is described at pod tour H3.
On the East coast, the pod does not enter. After visiting Snout and Satellite, it enters road 3.5 and so it takes the shourtest route back to Hooktip. Again, it becomes a train in Saturnia and enters Hooktip Railway Maze from Tussok.
J1 - North East Peninsula is the pod that goes further away then all pods on this continent. It moves only on road. After passing along entire Wellington Road, it moves to other roads, to reach road 9a. On the map, you can see this route looking like a twisted snake. This is not because there are Geographic obstacles, but because so wanted the constructions to do. After reaching the end of the road, the pod returns and enters another dead-end road, this time longer, known as North Spur Road. Then, it returns to the base, along Wellington Road.
The North-East peninsula is a plain or a low plateau, more flattern then the central continent landmass. Also, altitude is lower. It has two roads that unfortunately don't reach the shore in any point. As you might see while visiting this place, population density is similar to other parts of the continent and one of the two roads is paved and illuminated. In some parts there can be seen some vegetation along it, but still not as spectacular as the roads of Heterocera.
J2 - East Jeogeot is a road pod and makes a long bubble, without going twice on any part of the journey. For those who love roads, this is a very good choice. It takes you close to some of the most impressive places of the continent.
First, it moves along Wellington road, a paved route, to East. There are some paved roads on this continent, with different type of stones then the roads in Heterocera. A long bridge over a dried valley can be seen, it is not the only one. the vehicle goes along some asphalted roads, finally to enter the most spectacular part: a 4 sims long water tunnel. It is the longest underwater tunnel on the grid and the only such tunnel on mainland, but on private-owned land others can be found ,like on Caledon Railway. Another point of interest is a lake that might be a crater. And near the end of the trip, the pod makes an off-road deviation: first to South, to a historical site, then to North. All along the road, there are many stops, places to rest and relax before continuing the trip.
J3 - Western Roads is a very fast moving pod. If your connection is not good, it's better to avoid it. The map you see is based on other resources an only on limited area on some failed attempts to complete this journey.
The pod used for this trip travels to West, trying to get as close as possible to the Western shores. It follows a road and two deviations, smaller roads, that continue further to West. After this, it continues to South up to an unpaved shortcut, where it turns West again, to return to the base.
J4 - North West is also a road pod, that follows some roads in North of the continent. Like all other pods, it travels all length of Wellington Road, then it moves to Norh, to the main route of this continent. And then, it continues to the North-West island, along its road. Of great interest are the bridges, one of them being really huge. It is not a long journey and it is a good alternative to get contact with this continent. Also, of some interest are the Mountains Of Jeogeot. The pod does not go through the mountains, but allows a border contact and a traveler can continue by foot.
J5 - North It starts from the posd base and goes to West, along Wellington Road, then it turns North, Where it reaches Mountains Of Jeogeot, it changes its form and becomes a boat and starts moving to East, along one of the only rivers in this continent. The landscape changes almost completely and you almost feel like in the river islands of central Sansara, with the only difference that population density is by far not so high. After a few sims, it climbs to a bridge and returns to the road network of the continent. Then, it moves along North part of road 9, to reach the great and impressive Lordshore bridge. Speed is decreased to allow visitors to admire it.
This is the only pod route in Jeogeot that includes a waterway.
J6 - Central It is important to know that this pod has an extreme speed, sim crashes can be seen often. So, if you don't have a good connection, avoid it. It can be considered the shortest tour on the continent and is done only on roads. Basically, the pod completes a circuit, a long bubble around Wellington Route and another road, South to it. Along the way, there are multiple stops, where the pod stays for about half of a minute.
There are severe access restrictions in Nautilus, so all pods in this continent in fact come from Corsica or Satori. Currently, there are in use C2/N2 (both in Corsica and Nautilus) and N1 (Satori - Nautilus). Please, check the chapters for Satori and Corsica, to see map and details about the two tours.
N3 - Transcontinental is a new pod that moves across entire Nautilus continent, from Basilisk base in Satori to Corfeld base in Corsica and return.
S0 - Amundsen this pod travels along the Amundsen road, South from pod base. It is departured every hour at past 2, 22 and 42 (so it circles 3 times every hour). This is a short journey, very good for beginners, to accomodate with these vehicles.
After departure, it moves South, along Amundsen Road. Soon, it turns right (West) to visit Chamonix city. This is a small Microcontinent, still under development. It is a good place for winter sports, but also it shows interesting features for a Geograph: mountains, an internal river, a frozen lake and forests. Another interesting feature is that sun is moving according to other rules then in the rest of Snowlands.
The vehicle returns from Chamonix and continues its journey South, along Amundsen Road, through a place where road has fallen into a deep valley. This is a hidden place, with unexpected landscapes. Another small deviation is on Hanson road, to an isolated place. Both road ends can be continued by foot, following mountain trails described at Snowlands Subcontinent.
In summer 2014, this route has been extended, with a loop along the artic coasts along West Snowlands, including a trip over the river and its waterfall.
S1 - Northwestern Departures is rezzed at every hour past 05 and 35. It is a good way to visit the Color Sims and many old places. The pod departs from the pod base in Durango, then it moves North, to Ganymede dam. Soon, it turns left and gives a good opportunity to visit Mountains Of Central Sansara. It follows a mountain road, in many parts suspended, accross some old sims. The road recently received a new modern layer of asphalt. For people who likes traveling, this is a good start point for mountain expeditions. Of high interest are a huge bridge and a robot sculpture. From here, the pod becomes a submarine and enters an underwater structure, a submerged symbol of Second Life, visible from map.
From this point, it turns North, along waterways, with an impressive speed, to reach Ethereal (in sims Teal and Slate). Ethereal is a place where you can see incredible things, like the cycle of life, a huge cave (see Caves & Mines and the particle laboratory. If you leave the pod (another one will arrive in 30 minutes), you can take a balloon ride along the area. After this, the vehicle enters Slate sim, to take a railway tour along GSLR, the oldest railway on the grid. Entering the rail from Slate, it goes West to Mocha, then it returns East to Purple Docks, gateway to Heterocera. It turns left, along North Sansara Sea Forts. Since the pod stays about 2 minutes at each fort, there is enough time to stop and visit them. After a sqeezing adventures along sharp channels in Celadon sim, it reaches Gulf Of Lauren, gateway to Bay City, where it reaches coast in Manyiminya, end point of Bay City Railway.
The vehicle is actually a boat all the way from Purple to almost the end of trip in Bay City, this is an incredible distance. And in the city, except for a small distance, it avoids roads. After a trip to the suburbs (Nova Albilon and Shemerville), it returns to Gulf Of Lauren. This is why, if you visit Bay City by road, you might never see a pod.
The most impressive part of the trip is returning route, through Color Sims. There are twisted and very sharp slices of Protected Land, the vast majority of them are not visible. A few sims have roads (in fact, they should be considered paths in majority of cases) and in some places there are small waterways. Access is very hard and the vehicle is moving very slow. There are not two identical places. A Geograph might say that the color sims have a more complicated Geography then all the new continents together. There is nothing similar here. Cloned Geography, used at creation of Premium Continents, does not apply here. Most probably the moles worked here much more then they did while creating two Eastern continents. This incredible diversity keeps the sims populated.
After a very tricky ride, with many turns to all directions and even small teleports, the pod reaches back Teal sim and becomes a boat, returning to Snowlands on a bit different route.
S2 - ONSR. Departure time: at every hour past 25 and 55. It does not allow speed control. This pod follows the Amudsen Road to North. It is one of the best way to visit Snowlands Subcontinent. It follows the road to North-East, entering the tundra, close to highest mountains of Sansara. Then, it turns South, through Garmish sim, to reach Zermatt Lake and then Wengen railway station. From here, it walks along the road, paralell with the ONSR. From Okemo Gorge, it walks along the rail tracks.
Then, at return route, the pod leaves the railway in Okemo Gorge. Following a trail of protected land, it reaches a hidden, unconnected road (Virrat and Cloudmont sims). Another turn is in Eagan, on the Alpine Byway, a mountain road going to Silk Mountain Waters. At some point, pod leaves the path and climbs over the mountains. Then, from mount Kanin, it really jumps down to a forest and a snow-covered road. Returning to an alpine trail, the pod finally reaches to pod base.
Stops: Durango, Wengen, Okemo Gorge, Okemo Canyon, Smithers Bluff Yard, Smithers End, Cloudmont End, Kanin, Durango.
S3 - Southeastern Sansara departs every hour at past 10 and past 40. It follows a complicated route. Starting from pod base, it follows mountain paths to ger accross Snowlands, to Zermatt Lake and then, it follows a skiline to take a shortcut to East, climbing two peaks with Altitude over 200 meters. Then it continues along Sutherland Basin 3.
In Tofte sim, pod makes a small deviation from route, to enter again in snowlands, through Bruwnworth infohub. This includes an off-road sector. Then, it returns back.
Soon after this, the pod makes another course change to North, to Bear sim. The route followed is complicated. Basically, it is a bubble with a deviation to East (that also includes an off-road sector). This is a confortable way to get contact with Mountains Of South-East Sansara. If you want, there are ways to explore these mountains by foot. There are ways to continue to South Islanders.
After this loop, pod returns to the point it started and makes fast another deviation to South, to the South end of Sansara, the Void Ocean. From there, following the coast of Sutherland Abyss basin 2, it reaches for the third time Bear infohub. Then, it goes to Sutherland Dam, by floating on water surface. Close to the dam there is a railway terminal of the SJRR, a resident-to-resident railway that is the start point for exploring Mountains Of South-East Sansara. Sutherland is one of the two highest Dams on the grid.
Pod makes another deviation from course here, to a place where East coast of Sansara is only 150 meters away, to one of the most lovely places in these mountains. From here, a traveler can visit more lakes by foot. Then it returns to Sutherland Dam following a submerged road.
From the dam, it moves on the shortest road back to West, to Zermatt Lake and then, following an alpine path, to pod base, passing through the tundra and ice bay, structures described at Snowlands Subcontinent.
S4 - River & Mountains. Departure: every hour past 10 and past 40. This tour is not so long, but still very interesting. Vehicle departs from pod bass (Durango sim), then, after a very small distance on road, it becomes a boat and follows one of the main rivers of Snowlands Subcontinent. It moves along the river upstream untill it reaches Zermatt Lake, that is always frozen. Here, because of land restrictions (objects not allowed to enter on all parcels of Protected Land), the pod has to go through a multitude of teleports. This might affect travelers with low-performance network connections.
From Zermatt, the vehicle makes a deviation to East. It becomes a skilift vehicle, then, while returning (almost on the same way), it wears skates. Finally, the pod teleports a few more times and reaches Zermatt lake again. This is central point to start and explore by foot the increbible mountains found in the Snowlands.
From here, it enters the river again and follows it upstream, along the ONSR line, then it continues to East, reaching Sutherland Abyss basin 3. This is an inland sea. Water from here flows throug all rivers in Snowlands and at Sutherland Sugarolaf and Ganymede Dams it produces energy (virtual energy, of course). The pod moves under a bridge, then it returns above the bridge, to continue North.
The next part of the journey is along border line of Snowlands, sometimes in snow and sometimes in tundra. In the end, the pod gets close to Clarksberg Bridge, an important connection between Snowlands Subcontinent and Mountains Of Central Sansara. After following Ice Bay coast, it returns South on a high altitude road that in the end reaches again Zermatt Lake.
On the last part of the journey, the vehicle becomes again a boat and follows the river to West, to the waterfall, back to the pod station.
S5 - Northern Sansara is a good opportunity to visit the volcanic islands. It departs every hour at past 15 and past 45. It exits Snowlands very fast and after passing close to mount Tethys, it follows a wide road through a group of islands. This road has a reffuge in its center (probably it was made for a tram that was never finished) and is built with the help of a high number of bridges. Passing over many bridges (including a crashed one), the vehicle reaches road end. From here, it becomes a boat and continues forward through a group of small islands, unconnected by any road. They don't look like a tropical beach paradise, they look more like a swampy place, with a lot of vegetation around. They are more elevated then the islands of Heterocera Inner Waters and are not of coral origin.
After a tour of the islands, the pod returns to the road. Then, after traveling a bit back, it follows another road that leads to the volcano islands. Their Geography is described at Mountains Of Central Sansara. There is a road along the Eastern volcano island, followed by the pod. At some point, it leavs the road to follow a river much closer to mount G'al, the high volcano.
The vehicle becomes a boat and goes a bit to West, to some islands named by the tour guide 'Morthern Islands'. They are in fact remnants of an extinct volcano (with a big lake where the lava cauldron should be). The pod circles all the road around them, but if you want, you can climb to the top of the volcano very easy.
Then, it returns to the East Volcano Island. From there, vehicle continues its route along the roads that connect a multitude of islands, returning to pod base on another way. It follows the road South to Mount Tethys.
S6 - Northeastern. This pod is released every hour at past 20 and 50. It travels a very big distance and it is a really long trip. It goes very far in East, close to Linden Village. It exits Snowlands very fast. It goes North, through Tethis sim, where is located the highest mountain of Sansara (see Altitude for details). There are a few other very high mountains in this sim and nearby places. Then, it follows the tundra to East, close to the border with endless snow-coverd land.
Then, close to Clarksberg, it changes route to North-East. This road connects a group of long islands. Water channels are to left and to rignt. Altitude is not too high, but land is never complete flat. It is up to your imagination to decide if these channels are rivers or straights of salt, oceanic water. The high number of bridges is to be noted. Then, the pod makes a small stop at Waterhead infohub. This is a good place to meet people, since it is one of the most active of all infohubs, but also a very good place to drive any vehicles. After a small stop, the pod continues to North, to the end of road. This is the entrance to Linden Village. The village becomes a boat and returns by water to a place close to Waterhead, then it moves on road back. All this land is highly populated. The advantage of many Geographic features, combined with both road and water access, boosted development of this place even from the first days.
At some point, the pod turns South, on a bridge, to go East again. And it reaches the end of a road. From here, you can continue by foot on Linden-owned land, through a plain or low plateau. Terrain does not allow vehicles to enter. From here, the pod moves about 500 meters back, then it turns South, to Sutherland Dam.
Somewhere on the middle of the road, the pod makes a deviation, on a road that goes South-East. It is not a straight road, at some point it meets another one. That point can be considered a pod station, since both lins S6 and S3 travel through this place. Another point of interest is Warmouth infohub (not an official infohub), a great place to learn interesting things and skills. People can stop here and wait a few minutes until the pod returns from the end of the road.
After returning from this deviation, the vehicle continues its route to Sutherland. It passes under SJRR, a resident-to-resident railway and the starting place for trips in Mountains Of South-East Sansara. From here, it returns following the road to West, at the border between Sea of Fables in North and the highest plateau on the grid in South. It continues the same route, on an island that separates the Sea Of Fables and Ica Bay.
You might think that the pod will return to pod base on the same way it went here, but it will not. It uses another route, far to North, avoiding the sharp canyon at Tethys, close to Mountains Of Central Sansara. It passes over many bridges, then it finally returns back to Snowlands, to pod base.
S7 - Water If you love sailing, this is the best choice. It is a pod that follows many waterways inside Sansara. This includes Sea Of Fables and Ice Bay, but also many rivers. It has many stops along its journey, reaching many islands. Each time, the pod is waiting for travelers to stop and visit each island. The most interesting part is when it travels along rivers, over many waterfalls and even over a dam. Departure time: every hour past 25 and 55.
H1 - Heterocera Connection This pod is released from Sansara at every hour past 00 and 30 and from Heterocera at every hour past 10 and 50. It follows the shortest road way to exit Snowlands, over Ganymede Dam. Then, it moves to a bridge, where it becomes a boat. After not a too long distance, it climbs on the West Volcano Islands (an extinct volcano) and follows the isolated roads found there all the way to the Color sims, close to GSLR. It circles at border land around these sims and finally enters ANWR channel, the most busy of all Transcontinental Channels, reaching Cecropia sim and from there, Tuliptree railway terminal. From here, it is described above, at the chapter about Heterocera routes.
When it returns from Heterocera, it moves directly from Calleta, by Water, on the shortest way. It does not enter any piece of land, taking the shortest route accross ANWR channel and at the border of Purple and Periwinkle sims. Then, it turns South, moving as a boat, on the shortest route, on the same way used by SLGI Trains (note that the convertable trains fly 110 meters above the sea). It does not enter any road until the bridge where it first departed from Sansara road network. From here, the route back to Sansara pod base is exactly the same used to go to Heterocera base, over Ganymede dam.
M1 - Central Road Satori is a road tour. It starts at an isolated pod base, in sim Camazotz, so small that you need to search it a bit. The pod moves on road to North, then it makes a large bubble on the North roads of the continent, with a deviation to West. At some point, it exits road surface and becomes a boat, to visit some islands on the East coast of Satori. They are on protected land and have been recently built. Some of them are made for pocket avatars. Then, it returns and after a succession of teleports, reaches Old Wagon Road and then it returns back.
This is by far the best way to get contact with the land features inside Satori, with its large plains and inner plateaus. If you are lucky, close to the starting point you can see some isolated mountains (the only ones in Satori, see Mountains Of East Continents. And also, this trip takes you close to some large lakes inside the continent, inside a large depression.
M2 - South West Satori It is detached every hour at past 20 and 50. The pod travels both on road and on water. It is released at Basilisk pod station, on the Western shore and almost immediately it gets contact with water. As a boat, it travels to South, a long distance, with a few stops at some Linden-owned islands. Each time, the boat stays a few minutes, enough tyme to explore the places. Then, the vehicle goes along some highly populated places, with many artificial islands. And then, it exits water and reaches an inland road, with the help of multiple teleports.
On road, the pod moves slowly to South, through the large plain of Satori. This plain is not much different from the higher plateaus, the main difference is ground texture. The road seems to have helped population growth in the area. Unfortunately the road ends in a lake, but the pod becomes a boat and passes over. The tour is continued South, along road 8, to the Southest road found in Satori. The returning route is almost similar, with only small differences: First, the pod makes a small deviation to a tunnel end (in fact it is not a tunnel, but a teleporter) and second, on returning, it does not become a boat and gains some altitude.
M3 - Central Satori is almost entire a road vehicle. This tour is very good to get a clear image of inner Satori. It is detached from an isolated base, a shop without road or water access. With the help of some teleports, it gets to the main road of Satori and goes all the way to North, to make an uncomplete bubble in north. Then, it goes to South, where it makes another uncomplete bubble. This is because the road network of Satori has big problems, with missing parts. This is not due to a natural obstacle (almost all the continent is a plain or a plateau) or to a natural cataclism, it is all caused by accidental land sale. So, the pods must use multiple teleports to get accross gaps. Another surprise is the presence of a lake in South, with an unfinished bridge. There are many lakes on this continent, but majority of them are without road access.
N1 - South Nautilus detaches every hour at past 00 and 30. It travels a long distance and sometimes has incredible speeds, so be prepared for possible sim crashes. This is a long journey of up to 4 hours. Almost all the route is by water.
The vehicle starts its journey in Basilisk base, then it moves to North. It stops many times at a multitude of islands, along the West coast of Satori. Sometimes it goes under the surface, to explore some ruins and vegetation. At every island, it stops for up to 10 minutes, enough time to explore the place. All the islands along the road have been recently built (after 2011) and are all protected land, so you are free to explore them. Time is enough for a visit. Then, it goes to North, through what was Bingo Straight, one of the Transcontinental Channels. It continues East, with high speed, to reach Nautilus City. The pod actually don't enter the roads of the city, it flies above, at some altitude. Then, it continues North, along some of the islands found inside the continent.
With the help of a teleport, it reaches an isolated road inside Nautilus continent, road 14. This is the only sectpr where the pod actually moves on road surface. It travels to North, up to road end, then to South. There are a few interesting stories about this road, like The Seven Chicken Bridge (it is said that those chicken tried to suicide there). In South, the road is continued with another private-owned road, through some interesting places.
The pod also enters road 13, by multiple teleporting over parcels of abandoned land.
Then, the pod returns to sea and travels to East, to the most Eastern islands of the continent. Notable features there are the a few islands that worth exploring, some of them with wind-powered water pumps. On return, it stops at the skeleton of the leviathan, a huge dinosau skeleton that covers a whole island. For its incredible size, it really worths exploring. From here, the return route is usually by balloon, over Nautilus City and then to west Satori base, on a more shorter journey. Last hundreds of meters are done below water surface, to reveal some ruins.
T1 - Sharp Continent Sharp Continent, also known as TSL Continent, is the remain of old teen grid. There is only one pod traveling on its roads, but it can be considered as two pods. This is because it first visits South part of the continent, then it returns to base and goes to North, with a different design. Speed is set to a low level, so its passengers will survive sim crossing without problems and will be able to see all the landscapes.
In South, it visits the Sharp Snowlands, following the two skilines and the uncomplete road network. Landscapes are incredible, looking familiar to Snowlands Subcontinent. After visiting every sim and having some off-road drives, it returns to base. Then, it goes North. It follows the road for a small distance, then it becomes a balloon. It passes over the highest waterfall on the grid. Going to North, it reaches Canyon Road in Svecia sim. This sim has some records: the highest mountain of the continent (310 meters, an Altitude higher then all mountains of Sansara, only in Heterocera you will see something higher), the deepest canyon on the grid and the highest altitude variation inside a single sim, plus a waterfall. See Mountains Of Sharp Continent for more details and off-road tourist paths. From here, the pod goes North-West, visiting all roads of this part of the continent. Landscape is somehow similar to parts of Sansara. It is like having all Sansara compressed into a pocket, it all fits inside this very small and unpopulated continent. The pod goes to every sim with road access and stops somewhere in Western end, at a cart trail, where you can drive anytime. If you walk by foot, South of here, you will find a crater created by a meteorite, something very rare on a continent. Also, inside Brighton sim, you can see a dam. Dams are also a rare feature, found only on a few continents.
The fact that this continent has a very low population and also a very low number of vehicles, makes the trip very quiet and relaxing. There are no high-lag sims and nothing can prevent you from admiring the landscape.
Unfortunately, thanks to a high number of object entry restrictions on protected land and to a high lack of protected routes in some parts, transport service is highly restricted on this continent.
Z1 - Kama Center circles around two sims, Kama Center and Bronlem. It has multiple stops at almost all important places. Both sims host two large parks and have roads on their borders. The pod finish its tour fast and makes many tours in an hour.For people that visit for the first time Zindra, this pod is a good way to have contact with the adult land. Even if it circles only in two sims, it shows your way around Kama City and the Monorail terminal.
NOTE: In past, another pod, Z2, was designed to visit all South of the continent, but thanks to massive land restrictions, it could not be used.
Z3 - Zindra Gold is a pod that allows a visit to South-West parts of Kama City. It is rezzed after a schedule. It starts at the pod base and goes South, along the city roads. Then, it becomes a boat and moves along the river, to make a short visit at a place where starts a beach road. Unfortunately, land restrictions does not allow it to go too far on that road. It returns on a different route, avoiding all sims with access restrictions.
Other transport companies: