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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The main fixes they call out are:

  • LCH- 1619 - Corrected a typo in offline messages
  • Access the Channel folder from the game settings menu.
  • Improve Game error message with Crash Digest number

And then a long list of some error handling.

LUG has also announced that any of the recommended runners will work with this version of the launcher: https://github.com/starcitizen-lug/knowledge-base/wiki/Tips-and-Tricks#recommended-runners

For those on Linux, (for the EAC issue) we no longer need to manually enter the Z drive path to your game files in the launcher.

Instructions have been updated here: https://github.com/starcitizen-lug/knowledge-base/wiki/Tips-and-Tricks#easy-anti-cheat

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Wakapedia has put out an economy survey for everyone.

Tap for full questions here

Star Citizen Economy Feedback Survey

When you submit this form, it will not automatically collect your details like name and email address unless you provide it yourself.

Tell us about yourself

1.What is your Star Citizen player handle? (your name as it appears in-game)

2.On average, how many hours a week do you play Star Citizen?

  • [ ] Less than 5
  • [ ] 5 to 10
  • [ ] 10 to 15
  • [ ] 15 to 20
  • [ ] 20+

3.Roughly, how much UEC do you have in your in-game bank account?

  • [ ] Less than 10k
  • [ ] 10 to 100k
  • [ ] 100 to 500k
  • [ ] 500k to 1m
  • [ ] 1 to 3m
  • [ ] 3 to 5m
  • [ ] 5 to 10m
  • [ ] 10m+

*Note: 4,5, & 6 all use the same list of activities:

  • FPS Combat Missions
  • Ship Combat Missions
  • Hauling Missions
  • Courier Missions
  • PvP Bounty Missions
  • Salvage
  • Mining
  • Free trading (trading using your own UEC)
  • Sandbox Gameplay (contested zones, storm breaker, etc)
  • Temporary, release specific events (e.g., Save Stanton)

4.Drag to rank your favorite in-game activities (top = favorite)

5.Drag to rank the in-game activities that earn you the most UEC (top = most)

6.Drag to rank the in-game activities you would do even if they paid nothing (top = most likely)


Gameplay

7.Rewards
*Note: the questions for #7 all use the same scale:

  • Much too low
  • Too low
  • Fine
  • Too high
  • No Opinion

Rewards provided for completing missions

The potential rewards for free trading

The potential rewards for mining

The potential rewards for salvage


8.Prices
*Note - the questions for #8 all use the same scale:

  • Much too low
  • Too low
  • Fine
  • Too high
  • Much too high
  • No Opinion

Prices of FPS weapons

Prices of FPS ammunition

Prices of FPS consumables (e.g., medpens, food, drinks)

In-game (UEC) ship/vehicle prices

Prices of ship/vehicle components

Prices of ship/vehicle weapons

Prices of ship/vehicle consumables (e.g., fuel, countermeasures)

Prices of ship/vehicle ordnance (e.g., missiles, torpedoes)

Prices of clothing items

Prices of commodities


9.Drag to rank your favorite loot items (top = favorite)

  • FPS attachments
  • FPS weapons
  • Vehicle weapons
  • FPS armor
  • Vehicle Components
  • Consumables
  • Commodities (Laranite, Beryl, etc.)

10.How long should a system-wide event affect the in-game economy after its conclusion?

  • 1 day
  • 1 week
  • 1 month
  • 6 months
  • Forever

11.Do you currently engage in, or have interest in, Free Trade, using your own UEC to buy goods at one location and sell them for profit at another (i.e., hauling for profit)?

  • Yes
  • No

Free Trading

12.When trading, how do you balance risk and profit potential?
Please indicate your preference between safer, lower-profit routes and riskier, higher-profit routes.

  • Strongly prefer safe, low-profit routes
  • Somewhat prefer safe, low-profit routes
  • No preference
  • Somewhat prefer risky, high-profit routes
  • Strongly prefer risky, high-profit routes

13.What is the most profitable commodity for you to trade among the following?

  • Osoian hides
  • Waste
  • RMC
  • Aluminum
  • Medical supplies

14.How did you determine the above selection is the most profitable?

  • By checking the trading information in the game
  • By asking other players
  • By consulting 3rd party trading websites
  • From a YouTube/Twitch
  • By asking AI
  • I decided it myself

*Note - Questions 15 and 16 both use the same list:

  • Restock rate (how quickly items are resuplied at this shop)
  • Recent Transactions (History of recent purchases and sales at this location)
  • Price Trends (recent price changes for items at this shop)
  • Next Restock Countdown (Time remaining until the next shipment arrives)
  • Item Popularity (how commonly this is bought or sold by players)
  • Best Sell/Buy Locations (suggested locations where this item sells for more or less)

15.Drag and rank the following features in order of importance for a Shop (item) kiosk, from most important to least important (top to bottom)

16.Drag and rank the following features in order of importance for an Admin (commodity trading) kiosk, from most important to least important (top to bottom)


17.Which of the following ways should other players' actions influence prices in in-game shops for all players?

  • [ ] Piracy
  • [ ] Free trading
  • [ ] Looting/salvage recovery
  • [ ] System-wide events
  • [ ] Hauling missions

18.Drag and rank the following ways you'd be most excited to spend excess in-game UEC, from most appealing to least appealing (top to bottom)

  • Survival, Maintenance, and Upkeep Costs (e.g., food, fuel, wear-and-tear systems)
  • Unlockable Experiences (e.g., missions, locations, narrative content)
  • Skins and visual customizations (e.g., armor, ship paints, base decor).
  • Luxury or Novelty items (e.g., rare collectibles, branded goods, vanity items)
  • Emotes and social gestures (e.g., new animations, dances, roleplay tools).

19.Tell us your ideal Star Citizen fantasy: What would you do if you had every item and unlimited UEC? Try to write at least 3 sentences to help us understand your vision. (Please enter at most 800 characters)

Edit: formatting

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A medium gunship. Looks like a mantis variant.

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Quick 2 min video about EAC changes and how you can still play in VR, but only in offline game modes. The other 2.5 minutes is a clip of Chachi racing in VR.

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Tap for full text:

Ulf-CIG@Skelting-CIG

An Update on Cheating and Exploitingpinned

Hi everyone,

We've observed a recent increase in exploits and cheating in-game and want to acknowledge everyone who's taken the time to report these issues. It's genuinely appreciated.

Historically, we’ve taken a more relaxed approach to third-party tools. This was intentional, allowing space for community-driven efforts like localization, VR integrations, and other creative contributions. However, with our growing player base and increased engagement, we’ve reached a new threshold — one where exploiters see greater opportunity in targeting the game. In response to the recent spike in abuse, we’ll be tightening our anti-cheat measures to better protect both the integrity of the game and the experience for the broader community that continues to shape it.

While we won’t be sharing specifics, we want to reassure you that recent updates have already made a substantial impact. We’ve also issued a large wave of account bans and will continue to take enforcement actions as needed.

To be clear: exploiting or cheating is strictly against our terms, regardless of intent or the current stage of development. We understand some users may be experimenting, acting out of curiosity, or believe they’re helping expose issues — but even these actions can be disruptive and damaging to the game. This behavior can lead to serious consequences, up to and including permanent account closure.

We’ll continue monitoring the situation and taking whatever steps are necessary to ensure fair play. Thanks again for continuing to report issues as they arise.

Zyloh-CIG also pointed out that "the bans were permanent." https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/cheating-exploits-update/8118455

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Shoutout to LUG for all their awesome work.

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For some time (since 4.2.0 maybe?) I'm getting random freezes on settlements on Pyro. It stopped once I detached my Delta 1 ironsights and put them in the backpack

Maybe someone will find it useful

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Can't wait for engineering, this better be a feature

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cross-posted from: https://toast.ooo/post/8294057

[2025] Canvas in ONE WEEK

it's time to get hyped!

July 12th, 2025 @ 4am UTC

you can now open the Canvas to setup your templates and preview how it's going to work!

2025 Canvas Size: 500x500

Related posts:

what is Canvas?

Canvas is a collaborative pixel canvas that includes everyone apart of the Fediverse! Any fediverse platform that supports direct messages is able to login and participate for this 48 hour live event

socials

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Seeing that in the refferal rewards there is a A.Hurston figurine (small copy of the giants statues in Lorville), it made me think that they look really printable. Would anyone have access to a printable model?

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Set to Tentative for patch 4.2.1:

  • New Hairstyles (2)
  • Global Event Tracking Service
  • Missions - Collection
  • Medium Utility Armor "Strata" - Corporation Liveries

Set to Tentative for patch 4.3:

  • Cooperative Zones
  • Abandoned Underground Facilities
  • VOLT Laser Sniper "Zenith"
  • Sniper Light Armor "Geist"
  • Medium Utility armor "Ambrose"
  • New Hairstyles (2)
  • Ladder Improvements
  • AI FPS Turrets
  • Mission Pickup on Location
  • Wikelo Special Ships (MISC Starlancer TAC, Drake Golem, Anvil Terrapin Medic)
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Source: MrKraken - https://robertsspaceindustries.com/community-hub/post/resource-drive-reward-previews-W7pweneUF7kIs

One-Page Guide to the event: https://robertsspaceindustries.com/community-hub/post/second-life-resource-drive-one-page-guide-q8OWje1UsOVCg

Tap for Hurston Dynamics

Tap for Arc Corp

Tap for Crusader Industries

Tap for MicroTech

Tap for Armors

Tap for Clothing

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For existing players, be sure to click the "Fly for Free" button to get the free ships from this free fly.

For new players, use the guide system to get set up with a player that can help you get started. You'll both earn rewards for doing so.

Main Spectrum thread here:
https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/foundation-festival-2025-has-begun

Guide System rewards are back:

  • 30 minute session minimum
  • if you already own a reward, you won't get a copy.

Rewards for completing sessions where you are being guided:

  • 1 session: Gemini LH 86 (Pistol)
  • 2 sessions: P4-AR Rifle
  • 3 sessions: Multi-Tool Set

Rewards for completing sessions as a guide:

  • 1 session: Foundation Festival Grey Cap
  • 2 sessions: 100i foundation festival paint
  • 3 sessions: RRS Arden-SL "Red Alert" Armor & SMG kit

Reward paints:

  • Beginner Basics: Anvil Arrow Foundation Festival Paint
  • Vehicle Combat: Aegis Gladius Foundation Festival Paint
  • FPS Combat: Anvil Valkyrie Foundation Festival Paint
  • Mining: MISC Prospector Foundation Festival Paint
  • Salvaging: Drake Vulture Foundation Festival Paint
  • Missions & Reputation: Drake Cutlass Black Foundation Festival Paint
  • Trading: Drake Caterpillar Foundation Festival Paint
  • Medical: Drake Cutlass Red Foundation Festival Paint
  • Racing: Mirai Razor Foundation Festival Paint
  • Refueling: MISC Starfarer Foundation Festival Paint
  • Touring: Origin 600i Touring Foundation Festival Paint
  • Miscellaneous: Crusader Mercury Star Runner Foundation Festival Paint
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I think they definitely handled this upgrade the right way. Many players were concerned about losing all of their previous progress with the previous system, but making it so referrals count towards both rewards is awesome:

What happens to my current referral progress?

If you've referred at least one player who has purchased a game package before July 2, you'll retain access to what we're now calling the Legacy Ladder. You'll be able to view it via your Account Settings, and going forward, new referrals will count toward both the Legacy and new ladders—meaning you can earn rewards on both tracks at the same time.

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~9 min video by Space Tomato covering some of the recent changes coming to Star Citizen.

  • Security at stations
  • Flight model
  • Rewards that can't be bought (only earned) by playing the upcoming event.
  • Removing RNG from Wikelo.
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Jojo does a deep dive on the Wikelo rewards (clicking through the new missions and checking out the new items required).

NPC security should be back (higher crimestat attracts more of a security force), but Jojo wasn't able to trigger it with a crimestat in this video.

Latest patch notes can be found here: https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-4-2-1-ptu-patch-notes-2/8086702

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MrKraken created some one page guides/maps for the Stormbreaker event. They have also been provided in multiple languages: https://robertsspaceindustries.com/community-hub/post/storm-breaker-one-page-guide-XTU7HaiJkZyFs

And a video guide for anyone who prefers that: https://youtu.be/OOhGdMh_DyA

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Uncle Porkchop shows off a hangar location at the mining bases that you can glitch into and then open up the hangar bay doors.

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Alpha 4.2 is Live (robertsspaceindustries.com)
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Guests:

  • Yogi Klatt, Principle Vehicle Programmer
  • Richard Towler, Lead Game Designer (Vehicle Experience team)
  • Mattia Monticelli, Game Designer III

TL;DW:

  • Heavy Fighter are intended as fighters with lower manoeuvrability and more armour. They think the current issue with HF performance has less to do with their tuning and more with the cross-class balancing.
  • According to Yogi HFs currently feel "too tanky" compared to other fighters, their HP will be re-evaluated once the new flight model drops (it may or may not change things).
  • "Not all ships are suppose to be balanced" - some will act as stepping stones.
  • Quantum Experience showed during CitCon two years ago was exactly like how it was in Squadron 42, that design changed since then. Currently the design consists of: Quantum Experience, Space Flight Model, Control Surfaces.
  • In the future flight speeds will be split into: jumping (between planets), Quantum Boost (between POI, replaces NAV mode), SCM speeds.
  • New flight model will allow them to tune ships in more ways then currently possible.
  • Despite the fact they're constantly waiting for new features throughout the years (various flight models, blades, armour, ship crafting etc) the team still believes balancing efforts in the meantime provide useful knowledge for the future changes - even if most (or all) of it will end up being scrapped.
  • Updated flight model talk:
    • Non-spheric velocity space (different movement speeds depending on which way you fly).
    • Jerk (slightly slower acceleration/rotation instead of instant 0 to 100).
    • Currently we have "IFCS on training wheels", we'll be able to toggle more things in the future. Even turn it off.
    • No top speeds in the way they currently exist, more power to engines will increase max speed of the ships based on engine strength, ship weight etc.
    • Unassisted aerodynamic flight (how ship behaves in atmosphere). Allows for gliding, controlled crash landing.
    • "NAV mode will die" - just point and quantum boost (if quantum drive is powered).
    • Most of the Squadron 42 FM features are already ported to SC but won't be enabled until everything is ready.
    • Ground turbulence present in patch 4.2 was suppose to be released 6 months ago but didn't due to a in-game time disparity between dev and live environments.
    • Capital ship behaviour in atmosphere probably won't change until the new flight model comes online. Thrust vs gravity ratio will affect ship's ability to fly, even to the point of not being to hover or take-off after landing (in extreme cases).
    • "Space flight model is done, aerodynamic stuff is halfway done (still needs AI to be able to use control surfaces)".
  • They're waiting on more medium range weaponry to make the turrets more effective as a deterrent against attackers. Reminder that once the armour system comes in the future some of the weapon/ship combos used to attack industrial and larger ships won't be viable anymore.
  • Weather (coming in 4.2) affects your ability to fly, less effect on larger ships.
  • Upcoming change to the torpedo arm range is calculated based on torpedo's and ship's position - if you fly with the torpedo and won't let it get 1.5km away it won't blow. This is not the intended way of how it'll work in the future (it will be distance travelled by the torpedo).
  • Ground vehicles still need more work in terms of how they feel. They also want to give them more purpose through weapons and other systems available for them.
    Throttle control for GV is on the TODO list but marked as low priority.
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A 4 minute video from CIG about this new ship and some of the features:

  • Ship hull opens up and exposes cargo grid to the exterior.
  • External tractor beam (S2 remote).
  • Wing "feathers" fold in on landing to make cargo easier to access from more angles.
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Hey everyone,

Join us on Thursday, June 12, for a new session of Star Citizen Live. Catch us at 15:00 UTC, on ⁠⁠Twitch.

Richard Towler (Lead Game Designer), Mattia Monticelli (Game Designer III) and Yogi Klatt (Principal Vehicle Programmer) will be answering questions about Vehicle Flight & Balance.

Drop your questions for the Team below^*^. See you there!

* As in, on Spectrum. Obviously.

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Guests:

  • Jorrit De Locht, Mission Designer II
  • Andreea Mazarianu, Mission Designer II
  • Elliot Maltby, Lead Mission Designer
  • William Weissbaum, Assistant Narrative Director
  • Alejandro Lopez Mundoz, Technical Designer III

TL;DW:

  • Stormbreaker is intended as a "next step in the exploration gameplay".
  • Stormbreaker is not an event or a mission taken from the mobi, it's a permanent sandbox activity.
  • Stormbreaker is a continuation of the regen crisis storyline focused on another company.
  • New facilities have a new door lock mechanic which requires players to dress in faction specific clothing.
  • Lots of unique loot hidden around.
  • Finding tips on how to progress requires reading through lore strewn around the locations.
  • Storm around the next location does distortion damage to your ship, gotta go on foot. Also deals radiation damage when on foot.
  • To travel through the storm you have to take shuttles on the edges of the storm.
  • Expect to fight against lots of NPCs and wildlife.
  • This activity will come with audio logs to find.
  • More story content coming in August.
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Comment from CarbonPixel:

Currently there's a bug where if you switch to third person view while your character is standing in active rain, you can see a few seconds of the Blood, Sweat, and Tears VFX overlay feature that isn't officially released yet. The effect only lasts a few seconds once you switch and turns off consistently but it resets when you switch camera modes from first to third person again. You can see the blood drops appear and run down the character's face and if you look closer you can also see sweat appear that also moves on the skin surface (slower than the blood). I didn't see any tears, but I'm guessing that effect may be something that will be tied to an emote you can manually trigger or that will appear via other triggers (ie. pain from wounds and/or damage to your character).

I'm not sure if this bug was just a very prelim test to see if they can incorporate rain VFX and wetness using the Blood, Sweat, and Tears overlay to show rain drops on skin, at which point I would think they would just need to retexture the blood VFX to be the same color as the rain water and have that be a rain specific overlay in addition to blood, sweat, and tears. Very neat to see either way.

Rain produces blood on the skin https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-169886

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