Star Citizen

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This is your community for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games.


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Pegasus-class Escort Carrier (files.mastodon.social)
submitted 6 hours ago* (last edited 6 hours ago) by QuadratureSurfer@piefed.social to c/starcitizen@lemmy.world
 
 

Cross posted from https://mastodon.social/users/ToolsWiki/statuses/116861830418426431

The #StarCitizen Pegasus-class Escort Carrier is the Empire's premier small carrier, capable of supporting the operations of up to 32 starfighters far from friendly supply.starcitizen.tools/Pegasus

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Tap for summary from /r/starcitizen #sc-news discord bot:AI Content
➣ 4.9 initiatives, comms calls, and new NPCs for upcoming missions and locations.

AI (Features & Tech)
➣ Super Heavy Armor NPC fixes and fixing human AI issues like shooting at targets they couldn’t see.
➣ Various additions to the Apex Valakkar like area constraint/avoidance, laser and EMP attacks, attack switching, and surface sound detection. The Yormandi getting stuck in Reactions was also fixed.
➣ Flight AI updates for fleeing behind objects and counter-chasing behaviors, though these are not currently in the PU

Animation
➣ The Animation team worked on both the upcoming mission-giver Recco Battaglia and the Apex Valakkar. Both Recco’s physical location appearance and comms calls were worked on.

Art (Characters)
➣ New armor, mission rewards, and updates to the Nine Tails gang.
➣ Work continued on StarWear.
➣ The Concept Art team progressed with a new combat armor.

Art (Ships)
➣ UK ships team finished out the Railen and Tyilui before resuming work on another Grey’s Market ship.

The Anvil Liberator is progressing thanks to Anvil kit pieces from ships like the Paladin and Asgard.

➣ More artists have moved onto the RSI Galaxy with the Alien Week ships now finished out

Two new ground vehicle variants are progressing fast, with one having passed both whitebox and greybox reviews while the other is approaching whitebox review.

Four unannounced ships also progressed:

➣ The first, a new fighter, has passed its whitebox review and is being further refined in greybox for November.

➣ The second, a Xi’an generalist ship enter pre-production.

➣ The third progressed toward its LOD0 gate.

➣ The fourth had its greybox gate review. Components and weapons were moved around, and the Mo-cap team is working on how to handle the ship’s complex animations.

➣ In North America, the Drake Kraken continued moving toward its greybox gate review.

Art (Weapons)
➣ Work on a new large-caliber weapon, weapon content for upcoming patches, and weapon paint for upcoming events.

Community
➣ Pride Month and the Show us your Colors contest.
➣ Various patch relates comms
➣ Alien Week and Xeno Craft Challenge
➣ Bar Citizen World Tour

Core Gameplay
➣ Bug fixing and root cause identification, especially for hangar, freight elevator, and ship travel-related bugs.
➣ Magazine backpack loading for the HMG. Melee changes to support the HMG and give guns damage value for strikes with buttstocks. ➣ Individual item claiming added via the Claim Mode.
➣ Starwear work progressed. Some armors, like the Novikov suit, may require specific clothing to be worn under the suit. Starwear ui progressed with indications for what items can and can’t be worn together, an indication for spaceworthy gear, and an improved weight bar.
➣ Starchitect work. Placement of items at location, compatibility with other systems like the starmap and freight elevators.
➣ Command Module work.
➣ Instancing and Siege of Orison 2 work.
➣ Transport improvements.
➣ Mission toolset work
➣ Ship Hangar Services finish out with ordnance containers.
➣ Social and Orgs work with location-based chat channels and beginning work on a new Friends app.

Creature Content
➣ Valakkar family behavior updates work on the Apex Valakkar.
➣ Pre-production on a new family of creatures.

Economy
➣ Underlying system improvements.

Mission Design
➣ Siege of Orison 2
➣ Recco Battaglia Missions
➣ Work on enemy ship spawns in missions to account for armor and balance changes.

Narrative
➣ Work on events for upcoming patches.
➣ Considering what additional content may be needed for upcoming patches and working on names and descriptions for all kinds of new items accordingly.

Online Technology
➣ Work on multiple internal tools, databases, and bug fixes.

R&D
➣ Gas cloud, fog, and weather visual improvements.

VFX
➣ Railen and Tyilui work.
➣ Siege of Orison visuals.

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Link to Newsletter: https://mailchi.mp/cloudimperiumgames/squadron-42-newsletter-en-6302026

A newsletter with a small backstory/bio for 5 characters in Squadron42.

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A 4min 38s video guide for the Return of Xenothreat Event that's beginning today.

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On spectrum, theRajakx poses a question to the devs:

We know the Xi'an's mastery of gravity and material engineering is peerless - but reviewing the Railen... I'm left wondering how the heck fuel travels from the nozzle to the tank... 😄

Nicou-CIG Responded:

The intention was for it to appear connected. There are plans to have a refueling hose deploy when the panel is opened, connecting through the landing gear. We aim to fix it in a future update.

https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/xi-an-fluid-dynamics-inquiring-minds-must-know/8992393

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In a 12min video, Space Tomato reviews the advances made with VR in Star Citizen in the last 4 months, as well as some planned features that haven't made their way into the game just yet (foveated rendering, full body tracking, face and eye tracking). He also goes over some of the problems with VR (time to setup, cost, troubleshooting).

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Carbon Pixel shows off the Super Heavy Armor with an HMG during a bunker run.

I could see this being useful for some certain situations, but for most situations I'll probably stick with medium armor for speed (or heavy armor when I'm looting).

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On Tuesday, the next issue of the Squadron 42 newsletter rolls out. We'll introduce you to more members of the crew aboard the UEES Stanton and offer another glimpse into the people you'll serve alongside during the campaign. Make sure you’re subscribed by heading to your account settings.

Wednesday is packed with updates, beginning with the release of Alpha 4.8.3: The Return of Xenothreat. The notorious outlaw group has returned to Stanton with a new event featuring five concurrent ship combat contracts. From boarding an Idris to defending civilians and taking the fight directly to Xenothreat forces, you'll earn rewards and help drive the invaders back.

Also on Wednesday, we'll publish a new Roadmap Update, outlining the content currently planned throughout July and August. The June 2026 PU Monthly Report will follow, offering a behind-the-scenes look at the work teams have been tackling over the past month.

On Friday, the latest RSI Weekly Newsletter also lands in your inbox. If you’re not subscribed yet, you can sign up at any time through your account settings.

a.thl'ē'kol, see you soon.

  • Lénaïc "Nicou" Riédinger
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Comment from Carbon Pixel:

Taking a look at a new loot item from the Nine Tails (at Foxwell bunkers). The full mask is a helmet and the half masks are a clothing item. If you equip the half mask while your character isn't wearing anything, you can then equip all your normal gear and the mask will remain on.

Nine Tails Mask 4K Wallpapers https://www.patreon.com/CarbonPixel/posts/nine-tails-mask-162450408

Music: Deepstar - Christoffer Moe Ditlevsen

Personally, I like how they handled turning on the flashlight for the helmet.

I'm not sure if I'll equip these on my character, maybe a different mask variant, but I appreciate the options.

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Looks like some ui elements have been added to try to convey to players whether their shots are having effect or not.

Shark-CIG is requesting feedback in a spectrum post here: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/4-9-ptu-feedback-vehicle-armor-hitmarkers/8994897

Greetings!

Hit markers when firing on vehicles will now reflect the result of each shot based on armor and penetration calculations. You will see distinct markers to indicate whether a shot hit shields, impacted the hull, penetrated armor, destroyed an internal component, or was deflected entirely.

A feedback survey is available at: Vehicle Armor Hitmarkers Survey Form. This survey will be open until July 31.

We look forward to reading your feedback!

-Shark
Player Experience Team

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Testing/Feedback Focus

  • Stability, Bugfixes, LTP between PTU releases
  • Instanced Siege of Orison (Will be focusing on the 1st Island in today's build)
  • New Story Missions: Recco Battaglia
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This is one of the longer SCLs. They're very open about the bugs and issues that they've been running into.

The top YouTube comment by BassNScuba has a useful timeline:

(0:46) - Discussion of the recent Idris ship bug fix and the resulting server performance issues. (7:45) - Introduction of the guests, Jens Lind and Benoit Beausejour, to discuss the technical state of the game. (9:20) - Assessment of how the 4.8 patch rollout performed compared to previous releases. (11:52) - Overview of recent firefighting efforts, including the VGL flight suit issue. (32:05) - Reflection on the shift in the patch cadence and the focus on content drops throughout 2026. (33:49) - Discussion on the need to improve internal processes, tool-building, and validation scaling. (39:15) - Examination of the mounting desync issues and the plan to investigate specific server optimizations. (44:06) - Addressing the relationship between ship cleanup and server health. (59:45) - Clarification on the distinction between bugs and raw server FPS performance. (1:03:07) - Overview of the top issues currently affecting server performance, including navigation mesh dispatching. (1:11:00) - Discussion on inventory system weaknesses and the implementation of a new systemic robustness charter. (1:28:03) - Explanation of the community term Shardlock and how it relates to server operations. (1:34:00) - Overview of concurrency and daily active user growth trends for 2026. (1:40:40) - Announcement of the new bug prioritization process involving the Player Experience team. (1:45:50) - Review of specific bug categories including hangers, quantum travel, star map, and inventory issues. (2:06:10) - Discussion on the studio's strategy for tracking and resolving game exploits. (2:16:49) - Closing thoughts on the future of the 4.9 patch release and the need for meaningful action.

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Do any of you folks dally in Multiple instances of Star Citizen across Multiple Computers? How has that worked out for you?

I have a second system I fixed up, and a starter ship account taken over from a friend who gave up on SC (shocking, I know). Admittedly I've already used it for little things like reviving myself after PvE failures, lol.

I'm curious, however, about doing bigger things such as mining with an Argo Mole, in lieu of dealing with impossible rock after impossible rock in my Prospector.

Any thoughts? Cheers!

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Official video showing off the Tyilui.

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So they were able to double the cargo capacity from its concept up to 640 SCU. It now can carry 20% more than the Hull B can (512 SCU). The cargo is now external. It's got some tractor beams that seem to have good placement for loading everything up for each side.

https://starcitizen.tools/Railen

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Freyja-CIG provided us with an update on a temporary solution for player trading.

Tap for Freyja's full messageFreyja Vanadis@Freyja-CIG:

Hi everyone,

With the latest 4.8 update, we've made some changes to how player-to-player transactions work. We wanted to give you a heads-up on what's changing, and be upfront that this is an area we'll be actively adjusting over the coming days and weeks.


What's New
Trades between players now require both parties to be online, with the recipient acknowledging the transaction before it completes. This helps ensure transfers are intentional and confirmed on both ends.

The online requirement is a temporary step. In the future, we plan to support offline notification resolution, which will let you send a trade offer to a player who's offline while still preserving the acknowledgment flow. Until that's in place, both players will need to be online to complete a trade.

In addition, the UEE Bank now performs authorization verification on transactions, including limits on transaction rates and amounts.


Our Approach to Limits
Our goal is to keep trade frictionless for players going about their normal business, while giving us the tools to identify and restrict abuse. We're working toward a flexible system of limits with multiple tiers, so that legitimate activity sits comfortably within them while unusual patterns can be flagged without affecting everyone else.

We don't expect to land on the right values straight away. Finding the balance will take some tuning, and we'll be adjusting as we learn more from real activity in the 'verse.


What to Expect
Over the next few days and weeks, you may notice changes to rate limiting and transaction thresholds as we calibrate things. Some limits may feel conservative at first while we gather data and find the right settings. If something feels off, that feedback is genuinely useful to us during this period.

Thanks for bearing with us as we tune these systems. We appreciate your patience while we get this right

Link to post: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/player-to-player-trade-update/8947642

Image credit: GIGAROTT https://robertsspaceindustries.com/community-hub/post/my-end-game-83Gd5qaT6sySd

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Happy Pride Month!

CIG is celebrating Pride Month with an art contest on Spectrum/Community Hub.

Post your submission by June 30th.

10 winners will be selected and they will be gifted an Aurora MK II with LTI.

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Tap for full textJared Huckaby (Discolando)

Hey Citizens,

Thoroughly enjoyed the Bar Citizen in Rotterdam this weekend, but I need to remind everyone who attend these that while the INFO of what’s discussed can and should be shared with the world who can’t attend, secretly recording without our consent is a violation of trust and will not be tolerated.

Please don’t do this. It’s gross and will ruin it for others when folks like me stop attending.


Bar Citizen

@RobertsSpaceInd #StarCitizen #BarCitizen has always been special because it gives the community and CIG a chance to connect as fellow game enthusiasts first… not as press conferences or leak opportunities.

Sharing general discussion and excitement with the wider community is part of the fun. Secretly recording conversations or trying to extract “inside scoops” without consent crosses a line and damages the trust that makes these events possible in the first place.

If we want CIG developers, community managers, artists, and leadership to continue showing up openly and casually at these events, we need to respect their boundaries and remember they’re there to enjoy the community too.

Please don’t be the reason that openness disappears for everyone else.


Source: https://xcancel.com/barcitizensc/status/2061101552341762184

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Short, 1 min video, showing how hover bikes can be useful on certain Vanduul missions.

Just don't touch the dragonfly's passenger seat to avoid bugs.

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G'day all! With recent fixes to door glitching in Contested Zones, I'm endeavouring to harvest some red security cards at the Pyam stations. I've been parking my Connie, with Nursa rover onboard, at a secure spot and propelling my way into the station via Extinguisher. Problem is, I only have two or three extinguishers, and have to abandon them at the entrance as the exits are on another side. I want to do multiple to & from my ship while at Pyam.

What's the easiest, fastest way to stock up on like a dozen or more of the handy little f***ers? Are they sold anywhere in particulars?

Thanks!

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There is an English audio track (likely AI generated) on this video for anyone who needs it.

The video link should skip ahead to when they enter the trench.

They make it through one section, but the distortion was too much later on. They were able to repair the powerplants and continue. They discuss having a dedicated engineer who could repair/swap out extra powerplants to help keep everything running smoothly.

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5 min video with Chachi showing how to request a refuel in 4.8.

Open up your Mobiglass -> Contracts -> Beacons -> Create a Beacon
Beacon Type: Refueling Service
(Ignore destination and cost fields)
Then click "Broadcast Beacon"

The refueler should arrive in a few seconds, fly up behind it, get close, and press Right Alt + N

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It is possible to unbrick a ship by swapping out components and then toggling the power on the component in your ship's MFD.

I had initially tried to test this out, but I didn't use the MFD to toggle the component back on. So, I'm glad that Cpt_Foxyloxy figured it out.

You won't be able to use hangar services, you won't be able to manually swap out life support. Sometimes radar components can't be swapped out.

You can't manually swap out S3 components or above.

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~2min promo video for the MISC Starlight by CIG.

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