Monday, October 31, 2016

Star Citizen - so what is this - game I'm flying?



STAR CITIZEN, is it a singleplayer with an optional sandbox, or is it a sandbox with scripted missions?

You'all have read my first and most recent Star Citizen post entitled DOORS where I went into gruesome detail about how to salvage some multiplayer usability from the product SC's sold itself as.

But what really is it? This game? What is its user-end experience?

SC's universe is being rendered in vast scope... and the kickstarter budget is still growing, allowing for new feature blurt... and the bug reports are probably flooding in and being 'arbitrarily fixed' i.e. hacked with values that'll be fine until n-players start testing the metal of the fix. But is it a unified vision? Does it have Nintendo-realism and laws that are unbreakable within the simulation of reality that all games are?

And the controls look BEWILDERING for the payoff, is it really all they could come up with? Where's the purity? Take a lovely N64 game like 1080 Snowboarding where all the interface could be played with one hand i.e. all you had to do was alter the plane of the board to the plane of the snow. Oh, and ducking reduced your wind resistance and aided landing. I mean, "This is the purity Star Citizen is lacking."

The basis of any good solid  multiplayer entertainment experience is how one gets a vast number of players from A to B in terms of narrative or gamescape i.e. how the boots fit and how the horse feels after hours in the dusty saddle. And that's all the best multiplayer games are, you and your trusty horse.  :)

Thursday, October 20, 2016

Electric Universe - Space News - Pluto just got wierd--er...



Pluto is a diverse outer solar system set of self-orbiting rocks... but it also displays Electric Universe properties and has an x-ray signature associated with a comet-like corona extending many times the times of the planet indicating interaction with the solar wind.

Pluto's probably going to show similar plasmatic stretch marks and birthing pains of a planet like Mars or Venus with its vast flat areas of electric machining and distinct lines of electric cratering which can agglomerate into vast equatorial canyons like Mars' Valles Marineris or Earth's Grand Canyon - both electrically formed in the recent past.

PROTO-SATURNIAN TIME FRAME: this is the only element that's currently missing from the Electric Universe thesis on the Sun and the Solar System planets (native or imported)... there is suggetsion that 'our forefathers' in ancient times told stories and carved images of a vastly different Electric Sky than the one we see today. It's a mythology-of-skygods that only exists in story, like a massive electric balancing equation has pushed apart and separated those planets from some former dominant attractor i.e. not the sun. EU claims that as recent as 5,000 or less years ago mankind was recording an alien sky of dancing plasma gods but there's no timeline or timeframe for the entry of such a proto-sun (named as Saturn) to be electrically captured and then electrically resolved such that the Saturnian satellites at the time might now adopt their current Solar System orbits.

Where is the Electric Universe TIME FRAME for the incursion of proto-Saturn in brown dwarf form into the Sun's electric net? Once that's available for debate then ELECTRIC COSMOLOGY has a chance of becoming real science.

Tuesday, October 18, 2016

Star Citizen - Doors of the Sandbox - gameplay issue 1.01



Doors are such a fund-a-mental gameplay issue in Star Citizen they need a massive re-overhaul; again, if not for the first time. Doors need intelligence, they need to know what you want from them, as you're progressing through the game world. Why are so many doors a USE issue, when they should be an approach-vector stimulated-timer 0-n seconds issue. Why does a door not just know it's you? Why does it not offer a LOCK option - like if you leave your ship in space for an EVA? Why do doors not know you're 'under fire' and might need to enter a ship at speed, or on the move the way they used to leap onto moving horses in Hollywood westerns? As you're always in your space suit in ships, are doors needed at all? These are the questions 'this reviewer' suspects might never have been asked.

And by 'doors' we also mean, "Getting into and out of the ship, under gravity," and we've all seen the Enter/Exit ship matrix-math-errors that were off-setting the animation's hands and feet from the ladder bars and retracting steps the artists had painstakingly made your player-character hold onto or align with. But this was 'fixed'... In the gaming industry, we call this a 'no one will ever notice' FUDGE. And it's not just the scripted under-gravity entry of ships - a major focus of the game seems to be EVA activity, whether you're jumping from ship to ship or spacewalking to fix some Comms Array. This ugly matrix-math global-to-local 'fudge' doesn't work as witnessed by the horrible crunching matrix reset when your character assumes the seated position or moves from his seated position.

HERE'S A CLUE TO DOORS OF THE SANDBOX GAMEPLAY: the camera matrix itself, in first or third person, already sets the basis for such doorsy local-global and global-local transition (or docking) issues. The camera must never glitch i.e. it should 'dictate' the transition G-L and/or L-G maths quandary this game repeatedly finds itself in... and by 'doors' were also talking about entrance and exit speed being retained. Copy camera matrix local, convert to Paste matrix global - it'll work every time. Take for example this comparative matrixial scenario where you're diving into Hyperspace mid-battle, running for your life, you'd expect your enter speed to be Ctrl-C'd then Ctrl-V'd as the exit speed from Hyperspace. This same tactic of 'doors on the fly' could allow you to perform surprise or sneak tactical attacks on known ship-enemies etc...
 
Fund-a-mentally, the actual laborious process of entering and exiting any ship (or wormhole) is just 'too old school' for today's kids who now have attention spans of nanoseconds and, "Might be running to their ship, escaping enemy fire, pirates, aliens, supernaturals..." to then have to go through the laborious process of climbing entry-exit stairs (or wormholes) at a snail's pace and positioning oneself carefully around or unravelling oneself from all the cockpit furniture, without the ship able to prep itself ready for your arrival under fire. You might even want your ship to be your 'gaming partner', ready and able to help you out in a tight scrape like a horse used to in th eold Westerns - when you whistle, it comes. And you can enter, at speed, under gravity or falling towards it. Currently, enter/exit (while one-person cinematic) is sandbox-wise just slow and cumbersome, and old.

"You'd be dead," in such a waiting world - your DOOR HAS KILLED YOU, again...

Saturday, October 08, 2016

John Wick - Keannu Reaves - the Roman episode

I don't care what anyone says about the John Wick films. I really enjoyed the first one, and now there's a second one on the way. This one's set in Rome.


Friday, October 07, 2016

Particle Physics - HC Unit geometry - why do the numbers work?


just recently, I did a post about the geometric nature of the first two Nobel Gases, Helium and Neon.

From the above table, you can see that Helium has an atomic number of two, Neon has an atomic number of 10. In classical electron theory, this means Helium has one full two-electron shell; Neon has two full shells, the first two-electron, the second eight-electron.

But, my HC Unit makes Helium by putting FOUR HC Units in a ring, feeding each other, ninety degrees out of phase with NO NET CHARGE or no recordable discharge.  In geometric terms, this means that Helium wobbles between a square and a tetrahedron. Vertices 1 and 3, and vertices 2 and 4, interact to produce the 'two-electron first full shell'.


You'll see that the 'square' or 'tetraheral' 4-HC helium is a series of 90-degree angles if laid flat in the series + 0 - 0...

We can use this to make HC20-Neon, there will be five of these laid flat HC4-heliums, chained on the surface of a dodecahedron to make Neon. The ten unused edges are the two full shells, 2 + 8.


But it's a lot easier than this, geometrically...

Helium   =     4 HC Units  =   1 Helium.
Neon     =   20 HC Units  =   5 Heliums.
Argon    =   36 HC Units  =   9 Heliums.
Krypton =   72 HC Units  = 18 Heliums.
Xenon    = 108 HC Units = 27 Heliums.
Radon    = 172 HC Units = 63 Heliums.

Difference of numbers goes 4, 4, 9, 9, 36... 36?

Notice there are NO PARTIAL NUMBERS of HC4-helium combinations in the higher Nobel gases - and yes I do realise there are discrepancies with the atomic masses of the higher elements but that's probably related to the geometric instability of long chains of HC Units, "Big bubbles are less spherical," and the false-method of measuring the 'weight' of atoms using electro-magnetic path-bending.

HC Unit theory works, or appears to, but what are we really seeing here?



Electric Universe - catastrosedimentation - the geological evidence...

Geology, is mostly powered by sedimentary rock formation over billions of years, but...




...what if MOST OF THE ROCKS OF THE EARTH were formed (not by sedimentary but) by catastrophic processes over many times less than billions of years?

Catastrosedimentation is a word that combines the sedimentary and the catastrophic, because, right now, there's no proof either way that (short-term) catastrophy or (long-term) sedimentation is the cause of rocks and their serial layers.

Electric Universe researchers suggest that Venus, Mars and Earth used to be CLOSER and IN A STRAIGHT LINE within the life-giving plasma sheath of a foreign brown dwarf star. This invading star, trailing its planets behind it, would have electrically stabilised once it entered what we now call the Solar System, leaving the three planets in orbits around our Sun. Saturn was this proto-star...

Some say Early Man, some say Modern Man, carved these cataclysmic moments in rock art and royal monuments all over the world, catalogued the global changes taking place so dramatically all around them.

Such massive electrical plasma exchange between three electrically interacting planets would have caused major disasters, via major rock excavation and major flooding. And this may not have been a one-shot event if the brown dwarf star and its aligned planets grazed the Sol-ar System several times over a period of several thousands of years, getting inexorably closer and closer to terminal ionic entrapment.

We (the human race) might be 'very lucky' to be here at all...

Monday, October 03, 2016

Electric Universe - not even electrical - HC Unit turbulence



The HC Unit, I came up with as a fake-science article in 1985, sat there. In the smoothly flowing 'ether'. Unnoticed. In space. Until it excessed...

When it excessed it spun the ether in a Clockwise or Countercclockwise direction, against or with the direction of flow, before the excessed 'matter' or 'charge' this Cw or Ccw had created fell back into itself.

This happened over and over again, first Cw then Ccw 'spin' or 'turbulence' of 'the ether'. You can link lines of these self-feeding Cw Ccw spinners in chains to form ATOMS.

These HC atoms tend to pair up, feeding each other ninety degrees out of Cw Ccw synch. Atoms in threes form the larger atoms...

It was a laugh, it was a joke, but... I wonder if this is what this so-called 'hot plasma' or 'galactic Birkeland currents' in the universe are, just chains and chains of these EXCESSING ATOM PAIRS following the macroscopic structure of 'flat space'.



Saturday, October 01, 2016

Electric Universe - anode star - planet at the core of our sun



The Electric Universe (EU) suggests that ALL STARS are a positive anode in an electric discharge network the size of the galaxy or galactic cluster that contains it.

As you'll see from the illustration above, I've added the red-planetary core into that image of the glowing plasma sun... but is that really the correct scale? If we look at plasma experiments in the laboratory, the boiling plasma glow is connected a lot closer to the metallic anode's surface. Maybe I should have made the red-planet anode in the above plasmatic solar image MUCH BIGGER i.e. much closer to the boiling plasma surface of the sun. Some have said that this planetary core will have an upper layer of Hydrogen in graphite-like sheets and a lower layer of Hydrogen in diamond-like, and metallic, solidity.

Would the sun ring like a bell if one struck it with a figurative hammer?

Some EU-theoriests suggest that both Saturn and Jupiter were once brown-dwarf-stars that were 'de-activated' electrically when they were captured by our Sun. Their trailing planets were dispersed throughout our Solar System as these invading proto-stars i.e. Jupiter and Saturn were kicked into more fitting orbits for their comparative electric potential to the sun's. There should be a planet at the core of both these gas giants, or maybe relatively close to the surface...

Does this (similarly) mean there should be an electric universe anode-planet at the core of (or very close to the surface of) our own sun?




Electric Universe - blind gravity - photons the size of the universe

Moon doesn't see Earth...



There's a so-called justification for the con-gravity pro-electricity ELECTRIC UNIVERSE model of our Solar System that states, "Nothing can travel faster than light," such that the gravity wave holding elements of an orbiting system apart has to be false because the 'interaction of the two' can take place at no speed greater than c (speed of light, Einstein).

But then this would also apply to the (slower than E=mc^2 photon) electrons of the ELECTRIC CURRENT universe, too. In fact, it'd be even worse, even slower with electrons than photons, because of mass-drag...

But there's a solution for BOTH, "Gravity doesn't travel," even in an Electric Universe micro-di-pole version of planetary gravity or planet-star or planet-human gravity.

Gravity, or that which ensures that the system doesn't fly apart has to be SOLID STATE i.e. it's set up like an agreement or stability between the parties of the contract such that it 'doesn't need to be calculated per time-slice' as it's just there for all time slices of the life of that system. We need to start looking beyond the Planck length of calculation-progression and start looking at THE UNIVERSE AS A WEB of unity i.e. Universal Equilbirium - a Hertzan Chimera concept.

In fact, all the elements of any gravitational (or Electric Universe) system have no idea who or what their neighbours are. They're just cogs in a machine that has been set up laboriously via the 'construction of their medium'. Electromagnetic waves (of any flavour) are just the cogs turning, the net result of energy flow. The cogs themselves cannot be 'taken into account' or otherwise set-off against each other in some 'insane time-delayed maths war'. The Cogs have NO IDEA of the other cogs in the system. All cogs are BLIND to one another. It's the SYSTEM that is the medium, the system or structure of the universe, set up laboriously over long periods of time, is the solid state machine - no matter whether it contains highly-red-shifted glowing plasma objects or cold lumps of rock with humans on them.

Additionally, and my apologies to Wal Thornhill here, one cannot have an Electric Universe of instantaneous communication across the universe as he suggests because (while the cogs of the machine are technically DIMENSIONLESS, having no on-the-fly-calculation lag) they have no cognisance of their neighbours and a logical path could never be established to get any message from A to B through such a resonating machine.

The whole electro-cosmological machine could resonate with a message though... and it would be instantaneous, if undirectional - now, how to re-sonate the Whole Universe?

Finally: all photons are universed sized... but still slower than the medium or ether which transports them. The ether is the circuit, the photons are that which travel down it. Gravity is not the traveller, but the road. The agreed system already in place.