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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o7 citizens!

We're holding an event for the next few weeks to decide on a new logo/icon for this community.

Please submit any icons you like to this post.

After 3-4 weeks I'll gather them up into a new post and comment each image individually where we can then upvote the ones that we like the most. The current community icon will be included in this.

Note: The images can be animated (ex: the Tribes community icon: https://t.lemmy.world/c/tribes)

Rules:

  • Multiple submissions are allowed/encouraged.
  • Embed the image in the post/comment.
  • No NSFW images.
  • Low quality, irrelevant, or images of poor taste may be removed from the final vote.
  • The final vote will be done in a separate post.
  • Down votes will not be counted.
  • If there's a tie or a close call between the top results, I'll reach out to the most frequent posters/commenters of this community for the final decision.

The event after this will be to decide the community banner, so keep an eye out for any good shots that work for this!

I'm not sure how often we'll change up the icon, but I plan on having events to switch out the banner a lot more often.

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A quick 1 min official video for Invictus Launch Week. The animations in this one look great.

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Hi everyone!

We’re introducing a new component designed to support the horizontal progression of ships and give you the opportunity to take tuning into your own hands - meet the new Flight Blades.

What Are Flight Blades?

In simple terms, Flight Blades are components that go into your ship's computer ports to adjust its flight behavior in two key ways currently:

  • Speed: Increase your straight-line top speed
  • Maneuverability: Improve ship handling

While using Flight Blades can boost one area, it comes with a tradeoff, as you'll see a reduction in another to balance things out. This isn’t about chasing raw upgrades - it’s about making meaningful changes and further dialing in your loadout to reflect your playstyle. Whether you’re prioritizing speed or maneuverability, Flight Blades offer real player choice, allowing you to fine-tune the behavior of your ship to align with how you fly, fight, and operate in the 'verse.

We’ve put together a quick FAQ to cover some of the more common questions.

FAQ

What Flight Blade types are available?
Currently, there are two types: Precision Handling Balanced (PHB) Flight Blades, focused on maneuverability, and Top Speed Balanced (TSB) Flight Blades, focused on speed.

Which ships can equip Flight Blades?
The following ships will be the first to have compatible Flight Blades, with more to come:

  • Aegis Gladius series
  • Aegis Avenger series
  • Aegis Redeemer
  • RSI Scorpius series
  • Argo MPUV series
  • Anvil Arrow
  • Anvil Pisces series
  • Aegis Hammerhead

Why were these ships chosen?
These ships were selected for the initial rollout of the Flight Blades to cover a broad spectrum of playstyles and ship roles. But, this is just the beginning, and there are plans to make Flight Blades available for other ships in the future.

Can Flight Blades be used across entire ship families?
Flight Blades are version-specific, meaning they’re designed for specific ship models and configurations, not across entire ship families. For example, while all the ships in the Aegis Avenger series will get Flight Blades with this release, the Avenger Stalker can only utilize the specific Avenger Stalker Flight Blades, the RSI Scorpius Antares can only utilize the Antares Flight Blades, etc.

Do Flight Blades give me a competitive advantage?
Flight Blades offer tuning flexibility, giving you more control over your ship’s behavior. There is no shortcut to mastery; it's all about making smart decisions for how you want to fly.

How do I equip Flight Blades?
Flight Blades can be equipped in the Vehicle Loadout Manager (VLM) app in your mobiGlas. Simply swap the default blade with the new Flight Blade as you would with your other components.

How do I move Flight Blades between ships?
To move a Flight Blade between ships (from one Gladius to the other, for example), you'll need to first swap it out in the VLM by replacing it with the default blade. You can then equip the Flight Blade on the other ship.
Note: You cannot simply "remove" a Flight Blade, you'll have to swap a blade in to replace the currently installed one.

Can Flights Blades be destroyed?
In the initial implementation, Flight Blades are not destructible or damageable as their location is not physicalized on ships. In the future, they will be housed within the Computer item of ships and then be subject to normal component damage rules.

Will Flight Blades be available to purchase from in-game stores?
Yes, Flight Blades will become available in in-game stores for aUEC following the end of their pledge-exclusive availability, similar to how we introduce new vehicles.

Is there anywhere I can learn more about ship components?
Yes! You can dive deeper into ship components and how they work by reading our Components Comm-Link.

With the introduction of Flight Blades, should we expect AI Blades to follow soon?
While we’re planning for AI Blades down the road, we’re not there yet. We’ll keep you posted on any developments in that direction.

--

We can't wait to see how you use Flight Blades to customize your ships! Whether you’re after speed, maneuverability, or finding the right balance, this is just the beginning of expanding ship tuning as part of horizontal progression. We’ll be keeping an eye on feedback as you explore how Flight Blades fit your playstyle.

Got a setup that’s working for you? Share it with us!

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More details from the spectrum post:
https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/citizencon-direct-watch-party-submissions

They'll focus on sending out employees to Bar Citizen Watch Parties throughout the ~~US~~ NA and EU.

They will confirm which Bar Citizens they will attend by July.

If you happen to go to one, chances are high that they will be handing out some free ships either through trivia games or randomly drawing names from a hat.

Edit: Zyloh clarified North America instead of just the US and EU when someone asked, "What about Canada?"

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I'm not sure who created this, I stumbled across it in a discord channel and felt like sharing.

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Idris Ship Naming Incoming (robertsspaceindustries.com)
submitted 1 day ago by [email protected] to c/[email protected]
 
 

If you own an Idris, the ability to name your ship will be opened up to groups of players depending on when you first pledged for the game:

Aegis Idris Naming Waves

  • Wave 1: May 27th-29th 4 PM UTC / 9 AM Pacific (2012 pledges + Golden Ticket holders)
  • Wave 2: May 30th-June 1st 4 PM UTC / 9 AM Pacific (2013 pledges)
  • Wave 3: June 2nd-June 4th 4 PM UTC / 9 AM Pacific (2014, 2015, 2016 pledges)
  • Wave 4: June 5th-June 7th 4 PM UTC / 9 AM Pacific (2017, 2018, 2019, 2020 pledges)
  • Wave 5: June 8th-June 10th 4 PM UTC / 9 AM Pacific (2021, 2022, 2023, 2024 pledges)
  • Wave 6: June 11th-June 13th 4 PM UTC / 9 AM Pacific (2025 pledges and Invictus Launch Week 2955 pledges)
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Looks like players will be receiving their Idris in-game starting tomorrow.

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4.1.1 is LIVE! (robertsspaceindustries.com)
submitted 1 day ago by [email protected] to c/[email protected]
 
 

SC Alpha 4.1.1 contains just over 200 bugfixes for issues occurring in 4.1.0, 61 of which originated from the Issue Council

Tap for Listed Bug Fixes

Fixed an issue causing previously equipped ship items to disappear when claiming a ship Fixed an issue causing pilots getting stuck in freelook
Retrieving the OLP laser keycard while the prime button is raised should no longer prevent the OLP from firing or resetting
Fixed an issue causing the OLP control panel being unable to print laser keycards
Fixed an issue that caused some mining nodes on planet surfaces to be unscannable
Fixed an issue that caused the New Player Experience mission to occasionally not start on initial sign-in
Removing the keycard from the OLP terminal before pressing the button should no longer break the laser firing mechanic
Fixed an issue causing the Hijacked 890jump mission to get stuck at 0 but not complete
Destroying an ARGO ATLS should no longer give the player a CS3 Homicide Charge
Boxes should now consistently spawn during courier missions
Fixed multiple issues causing Elevators to not open, have missing doors, or block players from pressing the button to go to their destination
Starlancer liveries should now correctly show the names of their paints
Fixed an issue causing AI to become stuck idle in their spawn locations
Quantum Fuel should no longer revert back to previous states when transitioning between server authority zones
Fixed an issue causing the Quick Interact Option for loot to not be displayed unless approaching from very specific angles (Players will now be shown the closest interaction to them withing range)
Fixed an issue causing player ships to despawn when spawning a second ship in their hanger, even if it wasn't on the landing pad
Firing a missile should no longer prevent the Gladius pilot from accessing their mobiGlas Transitioning between server authorities should no longer change the tracked mission
Fixed multiple invulnerability points on the Gladiator Ship
Fixed an issue that caused players to get stuck with a "Repositioning Player" message
Fixed an issue causing the PAF Dish control terminal to not reset the card slots after streaming in the area after event resets
Fixed an issue causing the ATLS to teleport and kill the players when interacted with a tractor beam The Defend Ship mission should no longer fail to spawn any AI when running the mission back-to-back
Fixed an issue causing vehicle landing gear to be left around the PU when the vehicle is destroyed
Fixed an issue causing some accounts to be unable to join a game server with the error code "60012"
First Person Radar should no longer be able to be used to scan to get AR markers and minimap markers Klescher Prison Timer should no longer reset upon character death or rejoining the PU after a graceful exit
Fixed an issue causing Vehicle Renter To Textures to now show up on holographic MFDs
Players should no longer lose their previously equipped loadout upon leaving Klescher Rehabilitation Facility when respawn location is busted
Upon a Ship auto storing through leaving game or leaving hangar; on initial retrieval the Cargo should no longer disappear and lock the Cargo Grid from being used
Fixed an issue causing Non-stock components that are equipped to ships that have been claimed and stored will not persist upon entering a new patch
Fixed an issue causing a player account to get into state that is unable to respawn to chosen imprint location and respawns at nearest clinic instead
Eliminate Specific UGF missions should no longer fail when shooting at enemies at the mission site Ursa Rover should no longer be missing its rear door and ramp
Instanced/Staging Hangars should no correctly Force Store/Close correctly when the Player Leaves via Elevator
Players should no longer get stuck with a black screen with current location of "INVALID LOCATION ID" on death
Fixed an issue causing players to sometime get matched with an inactive shard causing their character to become stuck and stowed on the shard
'Checkmate Stroll' Courier mission should now correctly have a designated drop off point
Courier missions to Pyro Stations Refinery should now correctly have delivery markers
Additional non-mission cargo submitted at the same time as mission cargo should no longer be lost
Quitting the game while having a weapon unholstered on the left backpack item port should no longer cause the weapon to be lost upon relog
Fixed an issue causing players to sometimes not receive the reward from completing Wikelo's Intro Mission
Ping value should now show correctly when scanning with the Drake Golem
The Drake Golem pilot seat should no longer cause the player's legs to clip through when seated
Kopion targets for certain Kill Animals missions should no longer be incorrectly labeled as Maroks in the Contract Manager and Mission Objectives The MISC Hull-C should no longer be immune to distortion
The MISC Hull-C elevator should no longer appear black when lowered
The Lucky Break Deadhead helmet should no longer cause the entire screen to become distorted
The MISC Starlancer Max engineering section should no longer be missing atmosphere
The Crusader Hercules Starlifter should no longer shift off balance when opening the ramp
The Anvil Valkyrie bottom turret glass color should no longer be incorrect
The Bartenders should no longer walk around and take player drinks and drink them
Fixed an issue causing the Anvil F8C Lightning engines to have audio while powered off

Technical Updates

  • Fixed 8 Client Crashes
  • Fixed 9 Server Crashes
  • Fixed a Mainthread Deadlock

Complete known issues list can be found here:
https://support.robertsspaceindustries.com/hc/en-us/sections/360002667153-Known-Issues

Tap for Smaller List of Known Issues

  • Multivehicle - PU - Vehicles / Quantum Travel - Ships streaming in or streaming out locations on a quantum travel jump has performance drops and frame freezing
  • Multivehicle - PU - Vehicles / Target lock - target lock is unlocked at random radar for targets is dropped
  • Multivehicle - PU - Vehicles / Target lock - target attacker stops working when a target lock is lost due to locking range or radar dropped
  • PU - mobiGlas - Asset Manager / NikNax - mobiGlas / Inventory / UI - The Assets Manager / NikNax app gets stuck at infinite loading and never loads assets
  • PU - Multivehicle - Vehicle Components / Bed Logout - Bedlogging in ships can break Quantum Markers
  • Anvil Valkyrie Series - PU - Vehicles / Components / Weapons - Valkyrie series is missing its mounted door turrets
  • PU - Mining / Saddlebag / Cargo Grid - Argo and MISC Saddlebags do not snap to the Argo RAFT's Cargo Grid
  • PU - New Babbage / Brentworth Care Center - UI / Medical Screens - Check-in medical kiosk is stuck on “Checking availability” loading screen
  • PU - Stanton - microTech - New Babbage - Brentworth Care Center - Medical / Locations - The medical kiosks have an infinite load and do not check players into rooms
  • PU - Locations / UI / Shopping Kiosk - Delivery location when purchasing any item is missing if the Player doesn't change the location in the drop down
  • PU - Ship Battles - Ace Pilot/Assault - Proximity Tracker - Action Area - Logic fails to continue when over 20km away from the tracked object or Action Area Origin
  • PU - Jump Points - Room System / Atmosphere / Vehicles - Jump Tunnels - Player will begin asphyxiating inside their vehicle at the end/after exiting the Jump Tunnel when travelling to both Stanton and Pyro
  • Graphics - UI - Shadows not casting in 3d Comms Call RTT window
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Nicou-CIG pointed out that they fixed the issue that would have caused us to lose any equipped gear in the next major update.

Source:
https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-4-1-1-ptu-patch-notes-10/7934552

The 4.1.1 update should be coming very soon (likely within the next few days) since they are currently testing out release candidates on the PTU.

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CIG showing off the new Greycat MTC. It probably won't replace the Nursa that I buy in-game every major patch, but a variety of ground vehicles are always welcome since this probably fits in more ships.

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A short 1 min animation by Lens Nation for all us loot goblins out there.

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So the other night I dropped into a mission with a squad and someone pulled up in an Anvil Valkyrie. I had seen it before but never really been in one and wow—this thing is a beast. It is not just a transport. It feels like you are rolling in with authority. Doors slide open, turrets spinning, everyone locked in and ready to drop.

We loaded up like twenty heads in there plus a ground vehicle and it still felt roomy. And once we got into the zone it did not just park and pray. The side guns were active, turrets keeping heat off us, full on battlefield Uber with attitude. It makes you feel like you are part of something bigger. Like you are not just playing a game—you are in a military op.

If you run with a crew or just want to show up loud the Valk is seriously underrated. I spotted one listed at https://starlti.com/products/valkyrie-liberator-wb-lti-original-concept if you are curious.

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Short and funny video by Wicked Wookie.
There is an "after credits" clip as well.

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You can skip past the first 5 ½ min to see what's inside the aquarium:

https://www.youtube.com/watch?v=Fbcew_w-A4k&t=5m27s

It looks like it could be the vindel.

Tap for image of vindel

Tap for image of the fish in the aquarium

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Hello everyone,

Welcome to another Patch Watch! These posts shine a light on upcoming features, improvements, and fixes that may not appear on the Public Roadmap—but are updates we believe you'll find valuable.

Currently, Alpha 4.1.1 is in testing across all PTU waves and is gearing up for its imminent live release. So, let’s dive into some of the additional bits coming your way.

Refineries

We've made a number of targeted improvements to the mining gameplay loop in Alpha 4.1.1, including adjusting mining lasers and their modules, improving difficulty scaling, better minable distribution for FPS and vehicle mining, better ROC and ATLS GEO handling, and various bug fixes that you can review in recent Patch Notes.

Among these quality-of-life updates, refineries can now refine output directly into your local inventory, while ore bags now properly attach to cargo grids and freight elevators.

We're aware that ore bags are slightly bigger than 2 SCU, which can make them more difficult to place on certain cargo grids, but we have no immediate plans to adjust this. We have, however, fixed the refineries eating up your containers!

refineries_1 refineries_2

Components Balance Pass

We've rebalanced ship components based on their class types in Alpha 4.1.1.

  • Civilian: Average overall performance, with the benefit of low maintenance overheads.
  • Competition: High performance and low weight, but with a trade-off of low durability, fewer options for power management, and the 'loudest' signatures across all classes.
  • Industrial: Although heavy and power-hungry, this class excels in durability and heat management and also has lower maintenance costs.
  • Military: Extremely durable and highly configurable, with the highest output of any class at the cost of significant signature emittance and power consumption.
  • Stealth: Stealth components are the most fragile and their output is in the middle of the pack. However, they consume very little power, have lower minimum power consumption, and produce extremely low signature emissions. This reduced minimum consumption makes them more flexible for power management, allowing you to easily adjust their settings without overburdening your power pool.

There are also separate changes made to Shield Generators:

  • Civilian: Average stats across the board. Reliable and easy to maintain.
  • Competition: Excellent shield regeneration and a rather quick reboot after collapse, but with lower max health. Perfect for hit-and-run or short, reactive engagements.
  • Industrial: The highest health pool among all classes. However, regeneration is slow and reboot time after collapse is long. It is best to tank a lot of incoming damage.
  • Military: Strong in both health and regen, making it the go-to for direct combat. Downsides include a longer reboot after collapse.
  • Stealth: The lowest health and regen rate but reboots extremely quickly. Great for skirmishes or situations where you need to get in and out fast.

New Wikelo Currency and Emporium Expanded

New rewards are available through Wikelo's missions! You’ll also find new items that our Banu friend is especially eager to collect:

  • Juvenile Valakkar Fangs, collected from dead juvenile Valakkar.
  • Guild Scrips, found on high-profile NPCs and in various interesting places.
  • Ace Helmets, which can be collected from Ace Pilots that you have vanquished in 'patrol' and 'ambush' missions. The higher the difficulty, the greater the chance of spawning an Ace Pilot that can be looted for extra rewards!

Once you defeat an Ace Pilot, a voice line will suggest searching their body, where you can find three Guild Scrips. Wikelo, the Collector, values these scrips highly and offers exceptional rewards in return.

Also note that Wikelo's Emporium's upper floor is now open to the public. Have fun exploring this mysterious new space!

wikelo

Improved Looting

We've polished the looting interaction: the "F" prompt will now smoothly appear on the closest available item or corpse you're looking at, without the need to wiggle around to find the right angle.

Accidental pickups that previously caused chaos, like dropping your fully-modded weapon into a pile of loot, should now be a thing of the past.

looting_prompt

Argo RAFT

The Argo RAFT has received several changes, resulting in a slight adjustment to its cargo capacity. To improve loading and unloading, the three cargo arms have been replaced by a single cargo grid, now supporting 192 SCU.

Additionally, the old rail-style tractor-beam system has been relocated to the left, with operations controlled from the rear control room.

We're also actively addressing several recently reported issues such as the elevator, missing collision, tractor beam, missing thruster, faucet and more — thank you for your feedback!

argo_raft

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Guests:

  • James Kay, Lead Content Designer
  • Samuel Baus, Senior Level Designer II
  • Nick Urko, Principal Misson Designer
  • Lars Den Herder, Mission Designer III
  • Samuel Rogers, Content Designer I
  • Loek Gijsbertse, Lead Environment Artist

TL;DW:

  • About 60 new missions coming in 4.1.1.
    • Hunt the Polaris - stalk, ambush and fight the Polaris throughout the Stanton system as it tries to escape to Pyro. Target won't be alone so players will have to deal with its escorts as well (there are friendly NPCs that, if kept alive, will help with the mission).
    • Patrol contracts - 12 in total, split between Head Hunters (illegal) and Foxwell Enforcement (legal). Missions will be randomised (4 possible objectives for now), with 3 stages to complete.
      Possible objectives: kill everything, protect a ship, search and destroy (scan assigned areas, destroy hostile probes if found), nothing happens (free completion). More objective types will be added if players like these missions.
    • Ship combat exercises - not a tutorial, just a temporary addition to test your skills during Invictus.
    • Ambush contracts - 12 in total, split between Head Hunters (illegal) and Foxwell Enforcement (legal). Hide in specified zone, destroy the target once enemy scouts give a green light and target appears in the location.
    • New missions have a chance to spawn an Ace pilot - high difficulty, can be looted for guild scrip. Scrip can be exchanged for items.
  • Scrip will also be scattered around ILW halls to find.
  • Invictus Launch Week info:
    • Will be held in Area 18 this year.
    • There won't be different daily layouts this time.
    • Vehicles will be rentable from the rental kiosks located in the hall. Available vehicles will be rotated throughout the whole event.
    • Idris Tour will be accessible from the building on the main plaza in Area 18.
  • 4.1.1 will be a big drop of the ship combat content (they heard the criticism about their focus on FPS combat).
  • They're looking for new people to join the Inside Star Citizen team, specifically for game capture (making B-roll).

Edit: Oh, yeah. There's a bunch of clips of Anvil Asgard and the new Greycat car peppered throughout the episode too.

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Alright so full honesty I used to think the Polaris was just some overpriced flex ship. Like yeah cool it has torpedoes and a hangar bay but was I really ever gonna use all that? Then I actually got on board during a patrol op with some org friends and now I totally get it.

It is not just a heavy hitter. It feels like a real command ship. You are not out there zipping around solo. You are leading a squad, coordinating fighters, locking down a whole zone of space. It has enough firepower to make anyone think twice about pulling up, but the layout inside is surprisingly clean. Like someone actually thought through the design for once.

And the hangar? It changes the game. We had a light fighter docked in there running recon between scans and strikes. Super smooth setup.

If you are even slightly into fleet ops or want a ship that does more than just shoot, the Polaris is worth checking out. I spotted one with LTI at https://starlti.com/products/polaris-standalone-ship if you are curious.

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I know everyone has gotten comfortable with their favorite armor set, but you might want to swap out for a generic set, or log off naked after every session until the release goes live.

More patch notes here: https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-4-1-1-ptu-patch-notes-8/7921782

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Committed for 4.1 branch:

  • Missions
    • Local Site Maintenance
    • Animal Population Control
    • Hunt The Polaris
  • New Hairstyles (4.1.1)
  • VOLT SMG "Quartz"
  • Components Balance Pass
  • Wikelo Special Ships (4.1.1)

Retroactively set as "Released" for 4.1.0:

  • "Armor with Horn and String" Wikelo Special
  • Item Recovery T0
  • Collision Physics Update
  • Heavy Fighter Archetype Balance Pass
  • Grenade Launcher Balance Pass
  • Ships and Vehicles Update
  • Ship Turret Updates
  • Wikelo Special Ships (4.1.0)

Progress Tracker additions:

  • REDACTED Sandbox Activity
  • REDACTED Sandbox Location
  • Radiation Gameplay
  • REDACTED Vehicle
  • REDACTED Creature
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A quick (55 second) clip promoting the newest ATMO esports event by Mr Hasgaha.

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This Week in Star Citizen (robertsspaceindustries.com)
submitted 1 week ago by [email protected] to c/[email protected]
 
 

Post from Nicou-CIG.

On Tuesday, keep an eye out for the May Subscriber Comm-Link and the latest Subscriber Newsletter.

Wednesday brings the latest Roadmap Update and Roadmap Roundup, keeping you up to date on what’s ahead in development. Also, you can look forward to the April Monthly Report for Star Citizen!

ThursdayDefend the Future when ISC returns with a look at the upcoming Alpha 4.1.1 release, including a whopping 60+ new mission contracts and a glimpse into this year's Invictus showfloor and Idris Tour events. And as we lead up to the release of the new patch, we’ll also be dropping a new Patch Watch, showcasing upcoming features, improvements, and fixes that aren’t listed on the Public Roadmap.

On Friday, keep an eye on your inbox for the RSI Weekly Newsletter, featuring the week’s highlights, standout community content, and a sneak peek of what’s ahead.

This Saturday, we're continuing the Bar Citizen World Tour with the next two stops: Beijing, China and Madrid, Spain. Find more details on the locations and times here. We hope to see you there! Also, don't miss System Seven Race #1 and #2.

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