Because the ship is a solid orb, it has no particular windscreen. It makes for interesting possibilities as far as visuals go. Being able to expand your external view outside the ship as a spherical view makes for an interesting and visually stunning experience in a VR game. It makes sense out of a situation where you are floating around in a world, and emanating particles and energy streams in all directions.
VR Roomscale or Not?

Dash Controls

Focus Control Visuals
Controls for setting up planal and 360 degree focus, as well as targeting and spherical emissions would be very exciting to define by waving your hands like Minority Report and seeing transparent projections of your movements like crosshairs, transparent spheres, cones, cylinders, lasers, etc. These things would all move and adjust with your movement instructions.Spherical focus controls would translate into the user establish a transparent sphere around the ship, then pointing to a section with both controllers, bisecting it as certain points, to cut out slices of it visually, or cutton out holes of it from central target points. The resultant sphere defines where the plume of emissions go and where they don't.
What you end up with is that you are controlling emissions like fireworks in a sense. You also control whether the spread of the full emission gets cut like a cookie cutter, or whether the energy of the whole sphere gets concentrated in the remaining area left to the sphere. This spherical method of designing emissions provides for options to either save on power or alternatively for concentrating the entirety of power to the leftover space, such as in a power point of space to form a laser or ion cannon type thing.
Imagine that the ship is an origin point in the center of a fireworks plume. If you surrounded fireworks with a sphere, and the sphere had gaps in it, then the fireworks would only come out through those



