Star Citizen - costume weapons ships - the spawning issue

Costumes, weapons, ships... I mean, I covered this in my COMMERCIALISE HYPERSPACE post from exactly one year ago but nobody at either CIG or Backers or players of the game seem to want to truly address this basic glitch in the matrix.

Where are they coming from?
When you try on a suit in a shop. Cool, you have a 3D rendering of the costume via the Try On functionality. I get that it's only a game. But (after clicking the BUY) button, "Where does it go?"

Same with weapons, stim pens and ammo, before you attach them to your person, "Where do they come from?" when you visit the Weapons Management section of your MobiGlas? And it's like the buying itself, "Why's it taking place on MobiGlas?" when the interface already says TryOn or Buy?

When you buy/earn a new ship, it can be viewed in your Garage. But where is your garage? And do you really wanna race all the way across the galaxy (with multiple jump traversals) to spawn a garage'd ship? Wh…

Star Citizen - unifying the control system - screen relative push pulling

supposedly, Star Citizen is 'doing things that other games don't do' but...

They have a clunky interface written by a database designer.
They have a problem with doors.
They have multiple control mappings per vehicle you're in, personal or space.
One of the things I felt was very important (when I was in the games industry) was UNIFY THE CONTROL SYSTEM.

Screen Relative:
in first person or in third person, it's possible to use a screen-relative mouse move method for movement left-right and up-down. Roll and strafe could be combined into a up-down and left-right one-key override. How does this help us with 'doors' i.e. ladders etc? Everything should be screen-relative such that the Coordinate Transition i.e. from local to global across time t, can be hidden more cleverly. Smoother event-merging transitions can then be achieved i.e. linking into the hierarchy of a ladder/chair/ship/planet/star...

Mouse scroll:
the game aleady uses mouse scroll for the forward/rever…

Start Citizen - quantum engine - mine or not?

Watch youtuber XenthorX put Star Citizen through its paces in glorious 4K. He's in a light nimble single-seater ship that can really kick up dust. Watch him first Canyon Run like a pro then launch himself into high altitude space. It all kicks off at the 00:10:00 mark in the following video...

What would have topped this off PERFECTLY would have been a crescendo-leap into Hyper Drive using the Quantum Engine attached to every space-worthy ship.

For some inconceivable reason, that definitely has nothing to do with gameplay, Star Citizen forces the player to Quantum Travel only to a) a specific jump point, which you have to acces via clunky-old #wehateMobiGlas and b) only when you're fully out of any planet's atmosphere. And for the larger planet's this is going to mean many hundreds of vertical miles.

"My quantum engine, my method of use," must surely be the collective mantra here. Use it when I (the paying player) want, to effect a spectacular escape or hurry…

Star Citizen - when is a ladder - not a ladder

Star Citizen is a strange kinda ass-backwards bird. Five years in production, so far, and I still can't work out what it is. Or what IT wants to be.

Planetary streaming - check.
Micro-pore rendering - check.
Quantum drive mechanism - check.

Ladders suck... well, they do in Star Citizen. And they always have.

Almost every entry/exit (to the smaller ships) involves using them. Many of the larger ships have internal ladders and they're an ugly gaming experience too, by all accounts. Surely, the easy fix for this is TURN EVERY LADDER INTO A DOORWAY.

A ladder (while it's a horrible experience (still) in this pre-alpha game) should be just another way to get from A to B. I don't understand all the functional drama attached to this most perplexing of intergalactic puzzles. Sure, it might have 'ladder climbing animation' associated with it. So what? You're only playing a standard walk/run animation to pass through EVERY FUCKING DOORWAY already so where's …

Electric Universe - 2018 truths emerge - universe is electric

magnetic fields are formed by electric currents flowing through cold space plasmas

R.I.P. nuclear stars, big bang creationism and black hole nonsense, now let's move on researching this electric universe...

dreams - within one hour - 4, 5, 6 storey pub

I don't know how the human mind does this, "Between the hours of 7 a.m. and 8 a.m.," I had this dream about a small (or rather compact) pub.

It was at least a four or five storey, but maybe a six storey, pub with a wooden staircase winding up the centre of it. Decorated in a stained wooden panelled fashion. Filled to the brim, rammed to the gills, with hundreds of revellers. A bar on each floor, and some old friends... There was even some kind of Viking shield game taking place on the second floor. It was full of narrative and dialogue. And LIFE.

"How does the human mind do this," what ever it does, when we're dreaming?

Star Citizen - Star Map - MobiGlas - getting it off my chest!

Star Citizen, right... it's in Alpha. Yeah, we know. I got this message from CIG the other day, "It's in alpha, it'll all be fine once it's out."

Well, yeah. That's probably true, CIG can address the bugs and sort out the fps, but will it be a NEAT user-experience? Will it be CLEAN?

The wrist-phone MobiGlas currently owns the Star Map app, but is this the right place for it? Looking at a galactic Star Map when your land-bound is pointless. Using the Star Map on your wrist during flight is a really disorienting experience. Here's why.... you're taken away from the current game view to 'some external hierachic representation' i.e. the interface view. Then you're thrust back into the game view, having to reset your experience and start searching for the Destination you've set. It's real clunky. There's not even any auto-alignment or align durin QT-warmup.

Despite my #wehatemobiglas meme, I don't think CIG is ready to kill…