Star Citizen Discussions v7

Don't give them ideas.
Or, wait… do. It'll be more hilarious that way.

Although, granted, a log-in fee would just be what most MMOs would call a “subscription” and since CIG has promised that SC will not feature subscriptions (aside from the subscription they offer), calling it a log-in fee would be a very standard CIG way of solving a problem by calling it something other than what it really is.

If I was cynical, I'd say that they're stretching out the roll-out of 3.0 to get as many people as possible on the non-subscription subscription, and they'll stretch it out more with every subsequent patch/version...

Oh, wait. I am cynical.
 
So I got a NEW monitor for (early) Christmas. A C32 Sceptre wide screen. So I'm checking to see how it looks with my games. So I crank up SC. Well I finally remember how to go full screen (alt+enter) and I find I ca not access the bottom quarter of my screen unless I go back to windowed mode. I even go into the options menus under graphics and try to make it FULL screen. But it will not allow me to click yes to keep it. So it pops back to windowed mode.

Have any of you experienced this or know of a solution?

Chief
 
So I got a NEW monitor for (early) Christmas. A C32 Sceptre wide screen. So I'm checking to see how it looks with my games. So I crank up SC. Well I finally remember how to go full screen (alt+enter) and I find I ca not access the bottom quarter of my screen unless I go back to windowed mode. I even go into the options menus under graphics and try to make it FULL screen. But it will not allow me to click yes to keep it. So it pops back to windowed mode.

Have any of you experienced this or know of a solution?

Chief

Not personally, but try manually setting the full-screen resolution in the config. See https://www.reddit.com/r/starcitizen/comments/67zyyo/how_to_full_screen_borderless/
 
…but that would mean copying systems that were (or have been) available in games like Planetside and EVE since 2003, and how are you ever going to save PC gaming with never-done-before tech if you use a tried and tested 14-year old solution? Huh, huh, huh? Yeah, that's right, so there!

e: Also, that would require at least 5 minutes of google research on what has happened in the world of computer gaming over the last two decades. Ain't nobody got time (or stamina) for that!

Sorry. Of course. I am a buffoon and clearly fail to recognise the genius of the saviours of the space-game genre.

I can only apologise, and humbly retract my silly silly suggestions.

:rolleyes:
 
I disagree. And I think its the biggest misconception people in this topic generally have. 3.0 delivers everything needed for hype, theorycrafting and dreams. It looks good, it has the base mechanics most gamers want (planetary landings, flying, walking in stations/ships/etc). It doesnt offer much in the way of actual gameplay or loops, which is a good thing. The second you start implementing them people will realize SC is 'just a game'. The more you actually do, the less potential people can imagine.

3.0 is a step upwards from 2.6, with some new fancy stuff being added, without infringing on the ability to dream and theorycraft. People want to believe eventually, at some point in the very distant future, SC will be the Everything Game. 3.0 does both things required to keep that going: it makes a few steps forward while not stepping on any specific dreams.

It may not be the road to an enjoyable game, but it definitely is the road to the perception of a future Super Game. So yeah, I get why people are impressed. Its how our mind works. People are impressed by what CIG has done in the same way millions of us will look at each other newyears eve and tell each other that 2018 will be the year everything will finally work out. For real this time. And we'll believe it, like we believed it since we were five years old. Unreasonable hope in the face of overwhelming evidence to the contrary is almost what defines us.

And while it may not give us SC, its what got us to the actual, real-life, moon. :)

This is a great point. Look at the theorycrafting threads when a new concept ship is announced - backers dream about how this new ship will fly, how they will mod it to be perfect, and all the amazing adventures they're sure to have. Yes, you could be Boba Fett in a Cutlass Blue, stalking your prey, disabling their ship, boarding them and dragging their stunned body back to your cells. How could you not throw money at the screen for that much fun?

Years later, the ship comes out, can't do any of those things and looks flies terribly - but hey, its getting a redesign that will be sure to fix it and the mechanics of bounty hunting aren't in yet anyway. But once those mechanics are in... wait a minute, what's this 'Hammerhead'? Obviously bounty hunting will be awesome once its ready, but that anti fighter cruiser looks amazing, I wonder what adventures I could have with that?
 
Supposedly, the fight model has change quite a bit in 3.0. I did not play SC before, so I can't comment on it, but several SC people (streamers) have mentioned it.

Yes...people are saying it got worse

I can't see how but I cam believe if anyone could, CIG could
 
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Four pounds eighty to buy the in-game map ... I am not kidding, if you want to view the universe map in-game, pay £4.80
https://robertsspaceindustries.com/pledge/Add-Ons/Game-Universe-Map

https://i.imgur.com/jhw1Sdx.jpg

Really CIG? I wasn't inclined to spend any money with you, now I certainly won't ever spend money with you and anyone who does is an idiot.
Sheesh and people moaned about Battlefront II's lootboxes.

Wow they really are jumping the whale with this game.
 

Goose4291

Banned
I've been looking and have actually bought into SC at this point.

But I do question some of the systems / gameplay and how they are gonna get it to be fun.

Especially on the big expensive capital ships.

Take the Javelin: https://robertsspaceindustries.com/pledge/ships/aegis-javelin/Javelin

I think these were for sale for thousands of dollars in this sale (there were some big ones for sale, dont remember the exact ones). The thing takes a minimum of 12 crew with a max of 80. How in the world are they going to make it fun to be a crew member? I know I'd rather be flying my own single seat fighter than being a crew member on a big ship. Just like in ED, I'd much rather fly my Clipper then man turrets in multicrew on someone elses Cutter.

I think it's a horses for courses thing. I was quite in demand in Star Wars Galaxies for a period due to me being comfortable, happy and capable with the co-pilot seat and commands, same went for WWII Online. Never without a group invite.

I'm more amused by this maximum crew of 80 thing and how that's going to work, seen as they're chugging along with 50 players in an instance at the moment.
 
This is a great point. Look at the theorycrafting threads when a new concept ship is announced - backers dream about how this new ship will fly, how they will mod it to be perfect, and all the amazing adventures they're sure to have. Yes, you could be Boba Fett in a Cutlass Blue, stalking your prey, disabling their ship, boarding them and dragging their stunned body back to your cells. How could you not throw money at the screen for that much fun?

Years later, the ship comes out, can't do any of those things and looks flies terribly - but hey, its getting a redesign that will be sure to fix it and the mechanics of bounty hunting aren't in yet anyway. But once those mechanics are in... wait a minute, what's this 'Hammerhead'? Obviously bounty hunting will be awesome once its ready, but that anti fighter cruiser looks amazing, I wonder what adventures I could have with that?

It's very much Schrödinger's Game at the moment. So long as Chris keeps feeding out starting points for dreams and theory-crafting, SC could be anything including whatever you, personally, want it to be - and that's a dream worth backing.

But at some point he's got to release and then everyone will be staring at the dead cat in utter bewilderment...

Or, he can run the project into the ground and go down in history as a visionary before his time (having taken his director's cut from each of the dozen-or-so companies involved, of course). I'm starting to give that some serious consideration. :(
 
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Star Citizen Patch 3.0.0ad
Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2
Alpha Patch 3.0.0ad has been released to the PTU, and is now available to test! Patch should now show: PTU-675526

It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

Important:


  • Focus: (UPDATED) New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
  • (UPDATED) All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
We would like you to focus on the above for this wave of testing and bug reports.



NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

Key Game-play How Tos:

Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you're limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you're not maneuvering and decoupled rotation is allowed while in AB idle.



Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.



Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.



Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).



Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.



Major Known Issues:

Items and ships placed in hangars are not persisting between sessions.

Items are missing from shops and cargo from kiosks.

Equipping a weapon already equipped in another slot on the PMA results in a client crash.

Focus Feature Updates



UI


  • When in interaction mode, mousewheel zoom now scales step size based on scroll wheel velocity.
  • Switched interaction prompt to "grab" for cargo boxes and "chat" for mission givers.
Ships and Vehicles


  • Aurora series: Updated external geometry to include store-all system for cargo and adjusted SCU carrying capability.
  • Mustang series: Lighting update and polish.
Bug Fixes


  • Moved dashboard interaction for "open ladder" on the Avenger series to make it easier to interact with.
  • The Dragonfly, when hovering in landing mode, should now be able to properly make left turns.
  • The automated defense turrets at the comm arrays should now function properly (be careful wanted criminals, level four or higher).
  • The 300 series should now properly have a "Flight Ready" interaction prompt.
  • Realigned wing hardpoints to fix weapons clipping into the mounts.
  • Fixed an area inside the 300 series that had no internal atmosphere.
  • The Hornet should no longer be able to carry cargo if the module is not attached.
  • You should no longer lose ambient audio when in the driver's seat of the Greycat.
  • Players should no longer be able to walk around while trying on clothing.
  • Players should no longer be able to fall through elevator physics grid at Levski.
  • Fixed an issue where derelict missions wouldn't work after abandoned by a player.
  • Fixed an issue where the ship being escorted wouldn't quantum travel away at the end of the mission.
Technical


  • Various crash fixes.
  • Minor performance tweaks.
Non-Focus Feature Updates



N/A



Content missing key elements:


  • User Interface
  • Insurance and Persistence
  • Internal Ship Docking
  • Comm System
Bugs, issues, and work arounds (W/A):


  • Items and ships placed in hangars are not persisting between sessions.
  • Ballistics leave "replace me" textures in Star Marine.
  • You can make claims on ships that are not lost, destroyed, or damaged.
  • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
  • Repaired wings don't always restore weapons.
Source: https://robertsspaceindustries.com/...-citizen-alpha-3-0-0ad-ptu-675526-patch-notes
 
Star Citizen Patch 3.0.0ad
Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2
Alpha Patch 3.0.0ad has been released to the PTU, and is now available to test! Patch should now show: PTU-675526

It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

Important:


  • Focus: (UPDATED) New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
  • (UPDATED) All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
We would like you to focus on the above for this wave of testing and bug reports.



NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

Key Game-play How Tos:

Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you're limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you're not maneuvering and decoupled rotation is allowed while in AB idle.



Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.



Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.



Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).



Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.



Major Known Issues:

Items and ships placed in hangars are not persisting between sessions.

Items are missing from shops and cargo from kiosks.

Equipping a weapon already equipped in another slot on the PMA results in a client crash.

Focus Feature Updates



UI


  • When in interaction mode, mousewheel zoom now scales step size based on scroll wheel velocity.
  • Switched interaction prompt to "grab" for cargo boxes and "chat" for mission givers.
Ships and Vehicles


  • Aurora series: Updated external geometry to include store-all system for cargo and adjusted SCU carrying capability.
  • Mustang series: Lighting update and polish.
Bug Fixes


  • Moved dashboard interaction for "open ladder" on the Avenger series to make it easier to interact with.
  • The Dragonfly, when hovering in landing mode, should now be able to properly make left turns.
  • The automated defense turrets at the comm arrays should now function properly (be careful wanted criminals, level four or higher).
  • The 300 series should now properly have a "Flight Ready" interaction prompt.
  • Realigned wing hardpoints to fix weapons clipping into the mounts.
  • Fixed an area inside the 300 series that had no internal atmosphere.
  • The Hornet should no longer be able to carry cargo if the module is not attached.
  • You should no longer lose ambient audio when in the driver's seat of the Greycat.
  • Players should no longer be able to walk around while trying on clothing.
  • Players should no longer be able to fall through elevator physics grid at Levski.
  • Fixed an issue where derelict missions wouldn't work after abandoned by a player.
  • Fixed an issue where the ship being escorted wouldn't quantum travel away at the end of the mission.
Technical


  • Various crash fixes.
  • Minor performance tweaks.
Non-Focus Feature Updates



N/A



Content missing key elements:


  • User Interface
  • Insurance and Persistence
  • Internal Ship Docking
  • Comm System
Bugs, issues, and work arounds (W/A):


  • Items and ships placed in hangars are not persisting between sessions.
  • Ballistics leave "replace me" textures in Star Marine.
  • You can make claims on ships that are not lost, destroyed, or damaged.
  • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
  • Repaired wings don't always restore weapons.
Source: https://robertsspaceindustries.com/...-citizen-alpha-3-0-0ad-ptu-675526-patch-notes

3.0.0ad?
Needs another 0 in there. :D
 
This is the thread that just keeps giving - it is almost a cult like echo chamber. [yesnod]

Land claims - a great idea for in game but as a money grab?
Pretty feeble.
But here is the point as with all funding, you don't have to buy and fund and you can buy this in game.
So long as those things are true it is really just a matter of optics and morality or PTW are irrelevant.

As for the smoke and mirrors accusation, it is just mindless trolling at this stage.
Criticism on development time and stretch goals are pertinent but people embarrass themselves by suggesting it is a scam or pulling conspiracy theories out of their .
If you really think that then maybe you should be asking why ED does not have first person after all this time? Why it has no interiors to structures? Why you are welded for eternity into your pilot seat. Why physical interactions are almost entirely represented through what looks like an Excel spreadsheet.
The game is about 100 times greater in scope than elite dangerous and all with better graphics, of course it takes a long time.
It may even be that the game is too big in scope and too complex to weave together the disparate parts as a functioning cohesive whole - we will see.
But for now progress is being made, slow and painful at times, but progress.
Meanwhile let the hype into the vacant dark hole that once contained your soul - behold the light and worship your new God!
https://youtu.be/Vpoi95LbFrw
 
This is the thread that just keeps giving - it is almost a cult like echo chamber. [yesnod]

Land claims - a great idea for in game but as a money grab?
Pretty feeble.
But here is the point as with all funding, you don't have to buy and fund and you can buy this in game.
So long as those things are true it is really just a matter of optics and morality or PTW are irrelevant.

As for the smoke and mirrors accusation, it is just mindless trolling at this stage.
Criticism on development time and stretch goals are pertinent but people embarrass themselves by suggesting it is a scam or pulling conspiracy theories out of their .
If you really think that then maybe you should be asking why ED does not have first person after all this time? Why it has no interiors to structures? Why you are welded for eternity into your pilot seat. Why physical interactions are almost entirely represented through what looks like an Excel spreadsheet.
The game is about 100 times greater in scope than elite dangerous and all with better graphics, of course it takes a long time.
It may even be that the game is too big in scope and too complex to weave together the disparate parts as a functioning cohesive whole - we will see.
But for now progress is being made, slow and painful at times, but progress.
Meanwhile let the hype into the vacant dark hole that once contained your soul - behold the light and worship your new God!
https://youtu.be/Vpoi95LbFrw

Here you are mentioning another game that has nothing to do with Crobbers cash grab. Wrong thread.
 
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This is the thread that just keeps giving - it is almost a cult like echo chamber. [yesnod]

Land claims - a great idea for in game but as a money grab?
Pretty feeble.
But here is the point as with all funding, you don't have to buy and fund and you can buy this in game.
So long as those things are true it is really just a matter of optics and morality or PTW are irrelevant.

You don't have to buy EA lootboxes, but you're severly disadvantaged if you don't. It's the very definition of pay to win.

As for the smoke and mirrors accusation, it is just mindless trolling at this stage.
Criticism on development time and stretch goals are pertinent but people embarrass themselves by suggesting it is a scam or pulling conspiracy theories out of their .
If you really think that then maybe you should be asking why ED does not have first person after all this time? Why it has no interiors to structures? Why you are welded for eternity into your pilot seat. Why physical interactions are almost entirely represented through what looks like an Excel spreadsheet.

As opposed to mindless theory crafting, and thinking about what you might get? For my money gameplay loops that exist are more fun than ones that don't. But, to each his own, I guess...

The game is about 100 times greater in scope than elite dangerous and all with better graphics, of course it takes a long time.
It may even be that the game is too big in scope and too complex to weave together the disparate parts as a functioning cohesive whole - we will see.
But for now progress is being made, slow and painful at times, but progress.
Meanwhile let the hype into the vacant dark hole that once contained your soul - behold the light and worship your new God!
https://youtu.be/Vpoi95LbFrw

That you just showed a video of flying around part of one planetary system with zero gameplay shows exactly how 'deep' it is. Enjoy your hype...
 
This is the thread that just keeps giving - it is almost a cult like echo chamber. [yesnod]

Land claims - a great idea for in game but as a money grab?
Pretty feeble.
But here is the point as with all funding, you don't have to buy and fund and you can buy this in game.
So long as those things are true it is really just a matter of optics and morality or PTW are irrelevant.

As for the smoke and mirrors accusation, it is just mindless trolling at this stage.
Criticism on development time and stretch goals are pertinent but people embarrass themselves by suggesting it is a scam or pulling conspiracy theories out of their .
If you really think that then maybe you should be asking why ED does not have first person after all this time? Why it has no interiors to structures? Why you are welded for eternity into your pilot seat. Why physical interactions are almost entirely represented through what looks like an Excel spreadsheet.
The game is about 100 times greater in scope than elite dangerous and all with better graphics, of course it takes a long time.
It may even be that the game is too big in scope and too complex to weave together the disparate parts as a functioning cohesive whole - we will see.
But for now progress is being made, slow and painful at times, but progress.
Meanwhile let the hype into the vacant dark hole that once contained your soul - behold the light and worship your new God!
https://youtu.be/Vpoi95LbFrw

Sure, but here is the thing, CIG don't have the skill to make that huge scope game, if they did we would see it by now, 160.000.000 USD and 5 years later. Backers are not paying CIG to make a game, they are paying them to pretend they are a game studio with 4 offices around the world.

If you would like to know more, just let me know.
 
This is the thread that just keeps giving - it is almost a cult like echo chamber. [yesnod]

Land claims - a great idea for in game but as a money grab?
Pretty feeble.
But here is the point as with all funding, you don't have to buy and fund and you can buy this in game.
So long as those things are true it is really just a matter of optics and morality or PTW are irrelevant.

As for the smoke and mirrors accusation, it is just mindless trolling at this stage.
Criticism on development time and stretch goals are pertinent but people embarrass themselves by suggesting it is a scam or pulling conspiracy theories out of their .
If you really think that then maybe you should be asking why ED does not have first person after all this time? Why it has no interiors to structures? Why you are welded for eternity into your pilot seat. Why physical interactions are almost entirely represented through what looks like an Excel spreadsheet.
The game is about 100 times greater in scope than elite dangerous and all with better graphics, of course it takes a long time.
It may even be that the game is too big in scope and too complex to weave together the disparate parts as a functioning cohesive whole - we will see.
But for now progress is being made, slow and painful at times, but progress.
Meanwhile let the hype into the vacant dark hole that once contained your soul - behold the light and worship your new God!
https://youtu.be/Vpoi95LbFrw

Here it is son.....your"GOD"start to smell really BAD lately even to your own kind of people

robberRoberts.jpg
 
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