1
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submitted 15 hours ago by [email protected] to c/[email protected]

Space Tomato covers some information from a recent interview with Erin Roberts at a bar citizen in Beijing.

2
8
submitted 1 day ago by [email protected] to c/[email protected]

MrKraken posted some pictures of the Apex Valakkar on Twitter:

'Apex Assassin' Pyro > Pyro I > Lazarus Complex Tithonus-II w/ @Citizenspooner #StarCitizen #StormBreaker #VirtualPhotography #VGPUnite

https://nitter.net/RealMrKraken/status/1928579706489811098

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submitted 1 day ago by [email protected] to c/[email protected]

Berks activates a device which begins the apex Valakkar Raid. Full stream (link goes to the correct timestamp).

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submitted 2 days ago* (last edited 2 days ago) by [email protected] to c/[email protected]

I did get the Fortuna paint some time ago looking to buy one in game. It's a nice little racer. Damn what a swanky little machine! As Din would say, "Wizard!"

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Lorville Rain Shower (www.youtube.com)
submitted 2 days ago by [email protected] to c/[email protected]

Carbon Pixel showing off how rain affects Skin/clothing in Star Citizen 4.2 PTU.

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submitted 4 days ago* (last edited 3 days ago) by [email protected] to c/[email protected]

I've been playing almost daily through the ILW and got to experience both the usual loops I tend to do (search and rescue, hauling, transport) as well as some I've pretty much gave up on (space combat). The latter is something I wasn't particularly keen on trying again but considering the theme of this event I decided to give it a fair shake, hoping to find out I'm just being a stubborn loser.

With ILW finished and 4.2 already in wave 1 of PTU I thought it's a good time to look at the current state of the game again.

I'm not going to go super in depth since ain't nobody have the time or interest in reading a wall of text (still ended up writing one, huh) so here are the main takeaways about my time with this patch:

  • Med gun change is as stupid as expected, guess I won't be using pistols ever again (or at least until devs don't change their mind again).
  • Most of my player interactions consisted of helping folks via chat (common) and transporting them between landing zones when they couldn't spawn their ships (rare).
  • I got to do a single space SAR operation. Got pretty exciting as my patient forgot to mention it was an active combat zone. Really fun, too bad these happen so rarely in my experience.
  • Bunker missions are still extremely easy, even with NPCs working as intended.
  • After playing around with more personal weapons I came to an unfortunate conclusion: I love using guns that look like crap (in my opinion obviously) and hate the ones I find to be the coolest.
  • Static ILW hall sucks, if not for the rental terminals there would be absolutely no point in visiting the convention centre. I hope they'll go back to rotating displays next year.
  • Servers held up pretty well for the most part, only the last three or so days treated me with 20 or even 30+ second inventory delays.
  • I tested various ships throughout the event but didn't really find anything I'd like to work towards. Also, despite feeling like medical Terrapin should be a perfect fit for me I still like ~~Connie~~ Cutty Red more (even as a primarily solo player).
    I thought about Starlancer Max (the biggest ship I'd be willing to go for with my playstyle) but the belly cargo hold was so frustrating to unload it completely turned me away from even contemplating it.
  • I went through a good chunk of the combat gauntlet missions to familiarise myself with the current combat experience, even using multiple ships to vary it up a bit, and... yeah, I still hate it. All the changes that came with master modes (not just switching) killed this part of the game for me.
  • I hope the work on ATC rewrite goes smoothly, those queues can get ridiculous at times.
  • Barely anyone seemed to touch "Hunt the Polaris". I tried it twice (after that my thoughts about space combat took over) and every time I've seen it mentioned in chat was people asking if anyone is doing it (the answer was always "no").
  • Vulkan is still unplayable for me. It just hammers my GPU into a pulp, no matter the settings, while presenting me with glorious 3-5 FPS at major landing zones. And yes, this was after shader compilation. At least we got some info about planned optimisation efforts on Spectrum recently so there is still some hope for me.
  • Ship UI needs a lot of optimisation work as looking at MFDs can shave a third of my FPS in some cases.
  • On the other hand, some of the ships (mainly Cutty Red and Terrapin) had their MFDs improved to a state where I'm almost willing to play without the advanced HUD. All that's missing are physical altitude displays.
  • Driving ground vehicles is still terrible. Good thing I decided to rent an STV before committing to buying one.
  • Interaction prompt changes are an improvement but I still had to deal with multiple instances of game trying to interact with things other than what I was aiming at.
  • I REALLY dislike the fact we have multiple different versions of radial menus depending on what we're trying to do. They have varying amount of animations on use, some lock/magnetise the cursor to each option while other work more smoothly. Just pick one style and stick to it, please.

All in all, 4.1.1 is a bit rougher but still playable in the technical terms. Gameplay wise not enough changed to make a difference - it's still fun on a good day.

So that's me. How are you all finding the current patch? Any fun or unfortunate experiences?

7
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submitted 4 days ago by [email protected] to c/[email protected]

The coin can be found here: https://robertsspaceindustries.com/en/pledge/Gear/Invictus-Launch-Week-Coin

Or on the May Newsletter Page here:
https://robertsspaceindustries.com/en/comm-link/transmission/20613-Squadron-42-May-Newsletter-Comm-Link

If you aren't a subscriber, you can go to your account settings -> Newsletters -> Squadron 42 Updates
and then subscribe and the coin will be visible in the shop for you.

https://robertsspaceindustries.com/en/account/settings

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7
submitted 1 week ago by [email protected] to c/[email protected]

Saw an abandoned Valkyrie at SCD-1 this night and took the opportunity to shoot the siblings next to each other.

When you park the Asgard next to it, you realize how fat its ass really is, albeit its only 2 SCU longer in the cargo hold. And it could have an even longer cargo hold if they didn't left out the section that was occupied by the Valkyries Balcony which is a shame.

I really dig the Asgard for how fast it feels (and the sound of the engines) and how cavernous the empty hold is.

A+ for a military logistics vessel.

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submitted 1 week ago by [email protected] to c/[email protected]

Duration: 13:34
Morphologis discusses some of the issues with big ships vs small fighters.

It's too easy for fighters to take out larger ships.

Personally I think that if turret gunners were given some sort of flak weapon, it would be a good way to handle this situation.

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submitted 1 week ago by [email protected] to c/[email protected]

Duration: 7min 48sec

Camural tests out the Idris Laser on different sized ships.

TL/DW:

Ship Time to Kill (seconds)
Arrow 0.4
Gladius 0.6
Cutlass Black 1.5
Warden 2.0
Freelancer 2.8
Andromeda 4.0
Hercules C2 4.6
Caterpillar 10.3
Hammerhead 7.0
Carrack 7.8
890 Jump 44.0
Polaris 234.2

*Note there was likely a bug with the Caterpillar testing.

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submitted 1 week ago by [email protected] to c/[email protected]

I rearranged the sections a little:


Features & Gameplay

Gameplay

Farro Data Center - Part 1 of New Activity
This new activity takes place in both Stanton and Pyro at multiple different locations. For tonight's build, we will focus on Farro Data Center on Pyro IV and ends at Step 4 of the list below. This location has multiple locked doors that take different types of credentials to open such as key cards, "computer data security", and uses a new mechanic that requires certain clothing for the door scan to allow you entry. How you get this clothing is up to you. We will keep the details beyond this at a minimum to test the in-game communication and discovery of this activity. In tonight's 

The activity for this first part will be held at Farro Data Center on Pyro IV

  1. The Data Processing Room is locked by doors that require a Technical Access Card to open
  2. Technical Access Cards can be found in various loot rooms at the location
  3. Inside the Data Processing Room, the players find the Credentials Printer that can give them the Doctor’s Credentials
  4. The printing process takes time and causes the alarm to go off, drawing security reinforcements to the Data Processing Room

Items partially in the build (not ready for feedback):

  • Improved Kiosk Interactions
  • Pyro Research Facility (Part of the new Activity)
  • [Redacted]
  • [Redacted]
  • [Redacted]

Tap for Known Issues

Known Issues

  • PU - PYRO / Pyro IV - Farro Data Center - Locations / AI / Design - AI can sometimes damage the player through thick walls and glass
  • 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 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
  • 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 - 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

Tap for Bug Fixes

Bug Fixes

  • Potential Fix: Multivehicle - PU - Cargo Grid / Autoloading / Commodity - Containers are loaded in the Cargo Grid offset (STARC-165428)
  • Potential Fix: Aegis Idris Series - PU/AC -Vehicles - Idris Torpedo nose health is low and can be destroyed easily (STARC-168246) (Nose Health Greatly Increased)
  • Potential Fix: Multivehicle - PU - Vehicles / UI - UI HUD no distance and velocity data on bounty target (STARC-145814)
  • Potential Fix: PU - Stanton - Mission Refactor / PVP Bounty - Pro Tem Suspect Apprehension mission will appear multiple times and remain after the player has logged out/been arrested (STARC-167424)
  • Potential Fix: PU - Missions - Server Meshing / Subdivision - PVP Bounty - If the target of a PVP Bounty contract performs a dgs-mesh transition it will fail the contract for any player that has accepted it
  • Potential Fix: Anvil Hornet Mk2 All variants - PU / AC - Vehicles / Vehicle Components - Missile racks cannot be removed (STARC-168098)
  • Potential Fix: Aegis Idris Series - PU/AC - Idris k laser does not deal damage unless pixel perfect aim and can sometimes not calculate damage at different angles even when PiP is on target (STARC-168086)
  • Potential Fix: Esperia Prowler Series - ( All Variants ) - PU - Vehicles / UI - HUD / MFD - When vehicle scanning completes the HUD and MFDs are not updated with any information (STARC-161826)
  • Potential Fix: PU - Multi-System - Mission Content / UI - HUD Objectives periodically appear and disappear during gameplay or do not appear at all (STARC-167460)
  • Potential Fix: PU - Transit - Transit Manager is stuck paused, causing hundreds of "DataCarriageReset" and "Carriage Emergency Reset" events (STARC-162464)
  • Potential Fix: PU - UI - Missions Content - Collection - Mission description refers to juvenile Valakkar fangs with their entity string name (STARC-164829)
  • Potential Fix: PU - Multi-System - Mission Content / UI - HUD Objectives periodically appear and disappear during gameplay or do not appear at all (STARC-167460)
  • Potential Fix: PU - Stanton - Social AI / Dialogue / Locations - Shopkeepers do not acknowledge and greet the player
  • Potential Fix: ARGO MPUV Tractor - PU - Vehicles - The ARGO MPUV Tractor is unable to lift a full Cargo
  • Potential Fix: Multilocation - PU - Stanton - Locations / Art - Aphorite ore display has no texture on refinery shop

Technical

  • Fixed 5 Client Crashes
  • Fixed 8 Server Crashes
12
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submitted 1 week ago by [email protected] to c/[email protected]

I haven't tested this out yet, but I'm curious what other objects can be used as makeshift fuses.

A user in the thread here pointed out:

You can use bloodbag or beans container from spawn Habs as fuse

https://www.reveddit.com/v/starcitizen/comments/1kpwtna/idris_fuse_blew_after_several_hours_of_combat/mt2cz1d/

I think beans are going to be higher up on my list of foods to bring on trips with me.

13
4
submitted 1 week ago by [email protected] to c/[email protected]

Source:

As you explore the Bevic Convention Center, keep your instincts sharp by looking for hidden scrips around the hall.

Should you be lucky enough to find them, Wikelo may have something of value to exchange for them.

- @robertsspaceind.bsky.social‬

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submitted 2 weeks ago* (last edited 5 days ago) by [email protected] to c/[email protected]

How to avoid the worst bugs in Star Citizen (as of v4.1.1)

A decent number of the 4.1.0 issues have been fixed/removed since the last list. The Pyro V quantum issue isn't new, but getting stranded out there is not fun, so I added it in. I also updated the ATLS teleport issue with a new possible workaround.

The first trick you'll need to learn is how to Server/Region Hop. Some of the worst bugs require just leaving the current server and going to a different one.
To force a server change you'll need to exit back to menu and change your region to something else.
Note: If you attempt to start the game in the same region, the game leans toward placing you in the server where you've been most recently.


Elevators

Don't press up against the door when waiting for an elevator to arrive, it might push you out of the station as it arrives and physicalizes.

Do not enter an elevator immediately, always wait for the doors to open and verify that the elevator is actually there.
There was only ever one exception to this at a particular Lagrange point station where an elevator would always open up to a black void, but crossing the wall of black would reveal that the elevator was actually there. 99% of the time this is not the case. If you're truly curious, just try to put half of your body over the line, if your body dips down a foot or two, there is no elevator.

Don't sprint into an elevator full of other players.
Particularly in some of the executive hangar locations, at worst you risk glitching your buddy into the station interior. At best, nothing happens or you only slightly injure someone else in the elevator.


To avoid falling out of your ship during quantum:

  • Don't stand up immediately from your seat the second you enter quantum.
  • Don't jump around like the floor is lava.
  • Don't use the stairs on the Idris while it is in Quantum.
  • Don't change armor/undersuit while in quantum (might be fixed in 4.1.1?).

If you're encountering frequent game crashes...Check the information in this post here: https://robertsspaceindustries.com/spectrum/community/SC/forum/51473/thread/crash-due-to-old-string-data

The game.log file can be found at the default install location:
C:\Program Files\Roberts Space Industries\Star Citizen\LIVE\Game.log

Open it up, then scroll all the way to the bottom, then scan through from bottom to top looking for any crash info.

If you're seeing out of memory errors and you only have 16GB of RAM, you'll want to increase your page file or upgrade your hardware so you have more RAM: https://support.robertsspaceindustries.com/hc/en-us/articles/360000083387-Out-of-memory-errors-set-your-pagefile

Only use the ASOP terminals inside of your hangar to spawn your ship.Sometimes the external ASOP terminals work, but there's a decent chance for the spawn order to be off/out of sync between your hangar, the elevator and your ship. This will cause you ship to be clipped partially into the hangar elevator floor and has a chance of destroying the ship as the hangar elevator moves into position.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-167618

If you collect a refinery job send the cargo to the station instead of to a ship.

Alternative workaround: store and then re-retrieve the ship to get the cargo to appear. I have had to do this a few times in a row to get the cargo to finally appear (well I haven't had to do it more than 2 times in a row... Yet).
If you happen to be using a Hull-A for this, I would recommend extending the spindle first before storing the ship.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-112825

Workaround in 4.1.1 - Just collect the order to the station inventory instead.

Whenever warping around a planet ALWAYS be ready to cancel the warp by switching from NAV to SCM.There is a rare bug where the warp path will take you through the planet. You will (almost always) die a fiery death from this.

Switching nav modes will immediately cancel the warp. You can also power off your ship with "U".
Note: While turning off your engines with "i" works when warping between planets... It does not work when warping to a ground location on a planet.

Don't jump between Orbital Markers (OMs) at Pyro V Green Gas Giant (or be extremely careful)

When choosing a Quantum Travel point around Pyro V, the orbital markers above the planet are all appearing as option, regardless of whether or not the planet itself is between you and said marker. Selecting one of these points will cause the quantum travel to go through the planet, which will destroy most ship components and stranding the ship and its passengers.

If you come across an invincible player, use a takedown move, then again while they're on the ground.
Some players may accidentally get bugged, other players have figured out how to consistently recreate the invincibility bug.

It's common to encounter them at executive hangars. The best way to handle them is to use take-down moves on them and then finish them off with another takedown move while they're unconscious.

if you come across invincible/desynced NPCs, use a takedown move or...use a weapons with a wide area of effect (grenades, grenade launcher, etc.), or use a vehicle to ram them.

Knocking them down usually re-syncs their location with the server allowing them to be killed normally.

If using a vehicle with an interior, they can glitch inside, so hit them with your wheels.

These NPCs often can be identified by how much they glitch and teleport compared to other NPCs in the area. Their hit box is typically offset from their location onscreen so hits on the body appear to do nothing.

Always turn off engines when landing anywhere with gravity.
Ships have a bad habit of becoming airborne, if it does become air-borne, try to climb a nearby structure and jump to your ship... If it's barely off the ground you can remove certain armor components and stack them as boxes to try to get a little higher.

Note: The only exception to this is if you're bed logging while landed on a planet. In that case, the next time you load in, there's a chance that your ship spawns in before the ground does, and you will fall under the planet's surface. So leave your engines on if you plan to bed log while landed (or in atmosphere in general).

Always leave engines on when exiting your ship anywhere without gravity.
As long as your engines are on in space (and you're in the default coupled mode) your ship will slow to a stop even if something crashes into it.

The exception to this would be gravlev vehicles, if you'll be out for a while, since they burn through fuel quickly.

Do not land on asteroids (particularly the ones outside of the Pyro asteroid bases).
This has a decent chance of causing a "purple glow" to highlight your ship just as the server decides that something is wrong and it needs to clean up your ship. After this, your ship will be considered lost or destroyed.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-145631

How to not die when using the ATLS.
Touch the ATLS by walking into it, if it teleports around, repeat until it stops glitching out, and then get in.

The ATLS currently has an occasional bad habit of glitch teleporting into walls/vehicles/containers as you're entering it.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-133112

If you're unable to jump through a wormhole...
There's a bug where the jump drive gets removed from the quantum drive if you ever swap it out. You can buy another jump drive at the station on either end of the wormhole.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-143761

If you get stuck in a wall/rock...Take off your arm armor first and place it at your feet. Sometimes this is enough to push you out. If that's not enough, attempt to use a multi-tool tractor beam to pick up the armor box and then pull it in close to your character's body. If you have a friend nearby they can also attempt to throw boxes at you (if some portion of you is sticking out) or they can incapacitate you, then drag your body out with a tractor beam, then revive you.

Don't send/receive party invites while the sender/recipient are in an instanced location (any elevator or hangar) or else you will not see their marker.
Something about how you are in a different dimension messes around with the party markers and then you'll need to kick/reinvite the player to have their marker show up again.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-124715

If you can't put a fuse into a fuse door...Try using a tractor beam instead and manually pushing it into the fuse slot.

If a broken fuse is taking up the slot, use a repair tool to slightly repair the current fuse, and then it will become interactable/removable.

Refueling/repairing "landing" screen issuesSometimes repair/refuel options appear for a second before dissappearing and being replaced with the generic window for when you're not landed at a pad with vehicle services. Workaround: Go to a different tab (like "Wallet") then return to the "Landing" tab and quickly click on the services you need.

Sometimes landing services don't appear at all. You can try to take off and land again (not likely to fix it anymore) but most likely you will need to try a different landing pad or store/retrieve if you are in your hangar. Sometimes you just need to wait an extra minute before landing services will appear if the servers are overloaded.

If you're at an outpost in Pyro that claims to have vehicle services, make sure you're landed at the pad that's completely surrounded by a structure and dips into the ground a bit.

If you use Nvidia DLSS, hold off on updating to Nvidia app version 11.3.01.218 since this will break DLSS in Star Citizen, stick with version 11.2.01.337 for now.
Issue that one of my org mates pointed out. This will most likely be fixed in a later version.

~~If you're always respawning at the wrong hospital, have a friend incapacitate you and then quickly revive you.~~
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-112051

Update: issue is marked fixed as of LIVE 9768350

For other known issues, check the information here:
https://support.robertsspaceindustries.com/hc/en-us/articles/360056254754-Star-Citizen-Alpha-4-1-Known-Issues

Or search through the issue council and look for workarounds on the ticket or in the comments.

The image from this post is from an old bug we had years ago.


Tap for EditsEdit 1: Marked respawn issue as fixed.
Edit 2: Updated Issue Council link for the ASOP issue.
Edit 3: Added repair tool trick on fuses.

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submitted 2 weeks ago by [email protected] to c/[email protected]

Full quote from Zyloh (I bolded the most important part IMO):

Zyloh-CIG

Flight Blade Feedback Update

Throughout Star Citizen's evolution, one fundamental principle has remained paramount: everything you pledge for to support our development will eventually be attainable through gameplay. Your contribution helps push things forward, but your time in the 'verse should be equally rewarded.

We're pushing 11 patches this year instead of 4. We’re crushing more bugs than ever, building more exciting content, moving faster than ever to make the Persistent Universe a better experience for everyone, and in moving that fast, we missed a step.

To be clear, the new Flight Blades will be obtainable for aUEC in our next patch this June. We followed our usual approach by offering early access on the pledge store to help support development. But after some reflection, we’ve decided that for smaller components like Flight Blades or bomb racks, they should be available in-game at the same time they appear on the store.

The choice has and should always be yours. If you want to support the project early, you can, but it’s not required. If you own a game package, you’ll be able to pick these up with in-game currency in our next monthly patch. And for future gameplay kit introductions, we’ll ensure these items are obtainable in-game on day one.

Thanks to everyone who’s weighed in, especially those who brought the heat constructively. This game has always been shaped by the community. Star Citizen wouldn’t exist without your passion and support, or your scrutiny and feedback. We hear you, and we take it all to heart.

16
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submitted 2 weeks ago by [email protected] to c/[email protected]

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

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submitted 2 weeks ago by [email protected] to c/[email protected]
18
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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]

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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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]

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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submitted 2 weeks ago by [email protected] to c/[email protected]
21
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submitted 2 weeks ago by [email protected] to c/[email protected]

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 2 weeks 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)
23
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The Rumors Were True... (www.youtube.com)
submitted 2 weeks ago by [email protected] to c/[email protected]

Looks like players will be receiving their Idris in-game starting tomorrow.

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submitted 2 weeks ago by [email protected] to c/[email protected]
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4.1.1 is LIVE! (robertsspaceindustries.com)
submitted 2 weeks 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
view more: next ›

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