2026年9月13日

ACS WAS THE STANDARD. THIS IS WHAT COMES NEXT


ACS WAS THE STANDARD. THIS IS WHAT COMES NEXT.

 For years, ACS defined what a motorcycle in Second Life could be. It made bikes move, steer, accelerate and cross the grid. It became the language an entire generation of riders learned to understand.

But eventually, movement is no longer enough.

This system was built around a different idea: the motorcycle should feel alive. Not simply faster or more complicated, but more connected. Corners flow instead of snapping from one state to another. Acceleration has weight. Lift off the throttle and the bike carries itself naturally into the next moment. Push harder and the machine begins to change with you.

The difference is not something hidden in a menu. You feel it the first time you enter a corner, settle into the lean and open the throttle on the exit. The bike feels smoother, more planted, more willing to follow a line. Ride cleanly and it rewards you. Push beyond that line and the rear can begin to break loose, the front responds, the sound changes, and the motorcycle comes alive beneath you.

That is the real change. The bike is no longer simply reacting to speed. It is reacting to the rider.

ACS made the motorcycle move.

This makes the machine feel alive.

ACS was the standard.

This is what comes next.

THE RIDE IS THE GAME.

Getting from A to B was never the interesting part.

This system is built to make everything in between matter.

It borrows the rhythm of a real motorcycle: shift at the right moment, lift before the corner, choose when to brake, when to hold a gear, and when to open the throttle again. Ride manually and there is always more performance to find — cleaner shifts, better exits, better timing, more speed.

The better you become, the more the motorcycle gives back.

But you don't need to be an expert to have fun.

Double-tap Forward to enter TWIST and the bike delivers an immediate burst of acceleration, automatically shifting up as it builds speed. It is simple, fast and instantly satisfying — the kind of acceleration anyone can understand the first time they ride.

Like drag racing, sometimes one perfectly timed launch or burst of power is enough to close the gap on a more experienced rider.

That balance is intentional.

A new rider can be fast in minutes. An experienced rider can spend much longer learning where the real speed is.

Easy to ride. Hard to master.

The controls are familiar.

The possibilities aren't.


[MOTORCYCLE QUICK MANUAL]

This motorcycle is designed to be easy to ride, but rewards precise manual control.

“Easy to ride. Hard to master.”


[BASIC CONTROLS]

[W / Forward]
Throttle / accelerate.

[S / Back]
Brake while moving forward.

[Left / Right]
Steer.

[E / Page Up]
Shift up.

[C / Page Down]
Shift down.

[Reverse]
Shift down into “R”, then press [W].

[Start / Stop]
Touch the motorcycle while seated.

NOTE:
The motorcycle cannot rotate in place while stopped.
You need some movement before steering becomes effective.


[SHIFTING]

Manual shifting gives the rider more control over acceleration, corner entry and exit speed.

Use:
[E / Page Up] = Shift Up
[C / Page Down] = Shift Down

The system may automatically downshift if the bike is severely lugging at very low speed in a high gear.

[Reverse]
Shift into “R” first, then press [W].


[TWIST]

“Double-tap W for aggressive acceleration.”

Quickly release [W], then press and hold it again.

TWIST gives a much stronger acceleration response than normal throttle.

TWIST can:

  • Accelerate rapidly

  • Automatically shift up while accelerating

  • Trigger a Wheelie in 1st gear

  • Immediately enter COAST when [W] is released

TWIST also changes handling.

Under heavy acceleration:

  • The bike tends to stand upright

  • Lean angle is reduced

  • Steering becomes heavier

  • Mid-corner corrections become more difficult

“More power = less freedom to change your line.”

TWIST is not a traditional Turbo.
Gear, speed and low-RPM limitations still matter.


[COAST]

Release [W] while moving to enter “COAST”.

Instead of immediately dropping into a generic idle state, the bike continues carrying its momentum.

In gears 2–5, COAST uses dedicated engine sound.

Higher speed generally means a longer coast.

While COASTING:
[W] = Resume normal acceleration
[Double-tap W] = Enter TWIST

COAST does not automatically cause a slide.


[BRAKING]

Press [S] while moving forward for active braking.

Normal braking is much stronger than simply releasing the throttle.

Higher speed requires more braking distance.

The motorcycle will not automatically enter reverse after stopping.

To reverse:
Shift into [R] → Press [W]


[TRAIL]

“TRAIL = light braking + corner entry control.”

To activate:

  1. Release [W]

  2. Quickly press [Left] or [Right]

  3. Keep holding the direction

TRAIL applies light braking while helping the motorcycle settle into lean.

TRAIL can:

  • Help build lean

  • Improve corner entry

  • Slightly increase steering response

  • Allow acceleration again while still cornering

TRAIL ends when the steering key is released.

TRAIL is NOT a replacement for normal braking.

Recommended rhythm:

“Lift → Trail → Lean → Apex → Throttle Out”


[POWERSLIDE]

At sufficient speed:

[Shift + Left]
or
[Shift + Right]

This activates an intentional rear-wheel slide.

During Powerslide:

  • The chassis yaws sideways

  • The rear wheel keeps spinning

  • The front wheel countersteers

  • Rear tire Skid sound plays independently

  • Skid particles activate

  • Grip returns progressively after release

Powerslide requires minimum speed.

If speed becomes too low, the slide ends automatically.

Powerslide is disabled in Mouselook.
In Mouselook, [Left / Right] remain normal steering only.

After a Powerslide in gears 2–5, the transmission may apply a downshift penalty and return to 1st gear.

“Normal steering chooses the line.”
“Shift + Steering breaks the rear loose.”


[STEERING & LEAN]

Low speed:
More agile steering.

High speed:
Steering becomes progressively heavier.

This prevents unrealistic instant direction changes at high speed.

Holding steering input builds lean.

A stable lean helps the motorcycle flow through the corner.

During TWIST or strong acceleration:

  • The bike tends to stand up

  • Lean decreases

  • Steering becomes heavier

Release TWIST and continue steering to gradually rebuild lean.


[WHEELIE]

Wheelie is mainly triggered by:

“TWIST in 1st gear.”

Double-tap [W] in 1st gear under suitable acceleration conditions.

The front wheel will:

  • Lift quickly

  • Hold with reduced force

  • Stop increasing angle near the safety limit

TWIST in gears 2–5 does NOT trigger Wheelie.


[RECOMMENDED RIDING]

A basic fast riding sequence:

“1st Gear → Accelerate → Shift Up → Lift → TRAIL → Lean → Apex → Throttle Out”

For rapid acceleration:
[Double-tap W] → TWIST

For Powerslide:
[Shift + Left / Right]

Remember:

Using TWIST inside a corner makes steering heavier.

Plan your line before applying full acceleration.


[QUICK REFERENCE]

[W]
Throttle

[S]
Brake

[Left / Right]
Steer

[E / Page Up]
Shift Up

[C / Page Down]
Shift Down

[R + W]
Reverse

[Double-tap W]
TWIST

[Release W → Quickly Steer]
TRAIL

[Shift + Left / Right]
Powerslide

[Double-tap W in 1st]
Wheelie

[Touch Motorcycle]
Start / Stop Engine


[RIDING PHILOSOPHY]

You can simply accelerate, steer and brake.

But better timing gives better performance.

Learn when to shift.
Learn when to coast.
Learn when to use TRAIL.
Learn when to TWIST.
Learn when to break the rear loose.

“The bike is easy to ride.”

“Mastering it is up to you.”

2025年6月9日

Updates

Updates, Patch Notes


This patch note page is designed to quickly inform you which products have been recently updated. While it doesn’t cover all past updates, it may still be helpful. 

You can always use any capervend redelivery terminal to get the latest version of the product you purchased.


You can report bugs and issues by sending notecards to me. However, please understand that due to the complicated limitations imposed by SL and other script creators, some bugs are not fixable by us.


[sau]KANZAKI[1.6]: All known fixable bugs fixed, you can hide saddle bags now, combat and regular version are merged into single object.

[sau]Stardust[1.6]: All known fixable bugs fixed, the texture changer has been updated and will works normally, you can hide missile launchers and saddle bags now.

[sau]ADF-117[1.2]: Physic shape bug fixed, when you sit into cockpit as owner, the HUD will be automatically attach and detach for you (you still need to click "yes" to accept)

[sau]ADF-280[1.1]: Massive update as we promised. 5 Themes, decals, new sound sets, improved textures, automatic HUD.

[sau]Summit[1.4]: Fixed a small bug, you should be able to sit on correct position now.

[sau]RHIB[1.01]: Adjusted rezzing position.



[sau]HUSARIA[1.1]: Waiting for LUA update from LL to do the further improvement. 

2025年3月12日

[sau]Photo Studio Pro

 



Welcome to [sau]Photo Studio Pro information page. This product is an ultimate tool set for professional photographing. 

A good photo depends on many elements, including composition, lighting, post-processing, and so on. The purpose of this product is to add light, shadow, and material details to your work as much as possible in-world during the scene setup phase.

This product is aimed at professionals with photography experience; you will need some basic knowledge to use it. However, even if you don’t have that experience, there’s no need to worry, as I will explain it to you in this article.

Inside package, you'll find:

[sau]Photo Studio Pro: A 30m*30m*30m skybox works as reflection environment, softbox, reflection probe and privacy cover. Softbox and privacy cover can be switched between show/hide separately. The whole studio can be set to completely transparent.

[sau]HDRI Remote[1~]: A Blinn-Phong based chrome sphere which reflects current HDRI environment on tripod, also works as HDRI map remote to control [sau]Photo Studio Pro.

[sau]PBR Reflection Sphere: A PBR based chrome sphere which reflects current environment on tripod.

[sau]Color Correction Sphere: The tablet mounted on tripod displays standard colors, grayscales from color correction card.

[sau]Studio Chair[with Camera Lock]: A simple chair that lets you sit and record current camera position/rotation. After recorded, you can simply sit on the chair to apply again. You can rezz as many as you want.

[sau]Pro Camera with Tripod[1]: Decoration

[sau]Lightbox: Decoration

[sau]Photography umbrella: Decoration

[sau]LED lightbox[1]: Decoration

[sau]Panel light[Lightbox1~]: A collection of projection lights casts studio lights used in professional photography.

[sau]Projection light[IES1]: A collection of projection lights casts IES lights.

[sau]Projection light[prism1~]: A collection of projection lights casts colorful prism lights.

[sau]Angel Lucy from Stanford 3D Scanned Repository[1~] : "Lucy" is a famous statue in CG industry for testing lighting and materials. There were applied with different materials, Blinn-Phong , PBR, and textureless ones. All lucy statues are modifiable so you can learn how they works easily.


Technical limitations, Tutorials, Tricks:

Most lights are total transparent, press Ctrl+Alt+T (or Opt+Cmd+T on mac) to show/off transparent objects.

Since softbox and privacy cover("Shell") can be hide, you can actually rezz and use it anywhere, as long as the object you want to take photo is in the center of the transparent box.

Softbox can be used to block sky(So you don't see blueish shines on your material) and other environments, you can change color of it to use softbox as a green screen too.  

The relative height and rotation of the projection light to the ground are very important. Move them wisely. Even the position of some of them doesn't make sense in real world.

Only the 2 projectors closest to an object will cause it to cast shadows. the [sau]Panel lights are designed for this case. For example, try put the panel light near your object and cast a cinematic shadow like noir films scenes.

When you use softbox to block your view from sun and moon, only 8 projection lights in your current view will works as designed. 

HDRI reflection only works on Blinn-Phong (Or Non-PBR) materials with Specular map enabled, You can use Glossiness and Environment to blur reflection or change the brightness.

The environment settings (aka windlights or "Settings") are still very important. This product could brings new variations, try combine with your favorite environment setting.

More informations will be continuously added in this page.


2023年2月28日

[sau]Cyborg mesh body: Ballerina

 


[sau]Cyborg mesh body: Ballerina online manual:


Intro:

The design concept of cyborg mesh body "Ballerina" is very simple compare to its appearance: Simple is beautiful. There is no complicated HUD or wiki for this product. All you need to learn is some very basic knowledge about link/delink object, or select a face from object.

Featuring:

//Modular designed           Fully Materials enabled

//Compatible with Most mesh heads on the market* 

//Multiple themes, 2 type of heads, included a BoM one

//Multiple static low LI props for decoration


How to use:

The [sau]Cyborg Body[Ballerina][Full] is the core of the product. By attaching/wearing it, you'll attach the entire body included the ballerina head, an invisible BoM body will hide your default avatar body. You can right click the body and choose "Touch" to check different themes and texture options. 

Inside the package, you can find a lot of bonus items such as different static props for decorations/photography too.


Compatibility:

The neck connector is perfectly shaped to fit most mesh heads on the market which used standard neck shape to the default avatar.

The shoulder and elbow connector works perfectly with my other cyborg arm series products such as rocket arm.

The pelvis is Not compatible to most lower body clothes, but some different connectors are planned for next update.

The lower leg and feet can be hide to wear some of your favorite shoes or boots.

It should works perfectly with most human-type animations.


ATTN:

Mechanical body can have a compatibility problem to some biological body parts especially which used Deformed bones. Make sure you tried DEMO before making purchase. 


How to mod:

The whole body is modular designed and modifiable. You can remove or hide some parts easily.  But do not rename the object name such as "upperarmor" or "hand", it will break the texture changer.


If you are new to Second Life, here's how:

You can simply rez it on the ground, right click and choose "Edit",  Make sure Edit linked on edit panel is checked. Click or shift+click the parts you want to remove from body, then click Unlink button on the edit panel.

You can choose "Select Face" and click knee armor or feet armor, then go to "Texture" tab in edit panel , set "Transparency %" to "100" to hide the armor.


Technical detail:

The whole body was made from ruth avatar which is the standard for joint location/skin weight/shape data of Second Life. This will provide best compatibility in theory. Deformed bones was not used on this product.  


Future plan:

I will continuously improve its compatibility to fit more products on the market, such as different new connectors, texture sets, breast/butt/thigh sizes, these updates will be free.

On the other hand, some of my future sci-fi products will be compatible to this body too. Maybe rocket pods on the shoulder, maybe claws inside of hands ;)



2022年12月14日

[sau]GiftCard System

 


About our Gift Card System:

-Pay Gift Card vendor for empty Gift Card.

-Wear the Gift Card first, then pay Top-up Terminal to increase credit.

-The card is ready to use! 



-To use the Gift Card balance,

Wear the Gift Card first. 

Click the PAY button on our vendor

to link it. Then, you can use the 

'Pay with Gift Card' button 

to purchase the item.



 Attention:Do NOT open or rezz Gift Card object. 

 To use the Gift Card balance, Click the PAY button on our vendor to link it.

 Then, you can use the 'Pay with Gift Card' button to purchase the item you want.

 You can use our Gift Card top-up terminal to increase the credit inside.

 This card is a non-copyable valueable object, we recommend use up all the

 balance inside as soon as possible. If you need any help with this card.

 Please contact NiR McBride.

 The top-up terminal is located near our front desk in sau (128,128,1000) 


2022年11月10日

[sau]PBDS

Physically Based Damage System

--------

Basic concept:

HE deals higher damage than AP

AP can penetrate armors and hurt the core directly

Missiles deals huge HE damage but has long reload time

Keep update to the latest version is always recommended. (You can use any caspervend redelivery terminal to get the update)

--------

Current PBDS enabled products:

[sau]LT-01 Light Tank 1.5.1

//Autocannon HE/AP shells 

//2 Pack guided missile, deals heavy HE damage against vehicles.

//Front/Left/Right/Turret armored , Can be destroyed.

[sau]KANZAKI[Combat] 1.0

//Small vehicle mounted guided missile, deals heavy HE damage against vehicles.

//Fast, swift, but low durability,  Can be destroyed.

[sau]TIAS Weapon station 2.0: 

//Guided indirect artillery mortars deals heavy HE damage against almost everything.

//Shoots 4 shells at once and you can even rezz more of them, however, it requires some skills to hit.

//Can be destroyed.

[SAC] RPG-7 Rocket Launcher /[SAC] SMAW Launcher

//Deals HE/AP damage

//Effectively against most vehicles. However, since it's unguided, it requires some skills to hit.

[SAC] M107A1 AMR

//Anti materiel sniper rifle deals AP damage to light armored vehicles.

//Heavy armored vehicles will requires tricky angle to deal damage effectively.

2021年11月25日

[sau]Holiday Sales 2022 Starts

 


>>>>>>[sau]motorcycles in-world HQ<<<<<<


Happy Happy Happy holidays :)