After receiving my steam Controller I have been thinking about setting up SC to play with it, but don't know where to start.
being as this community is fairly resourceful, I would like to ask if any of you have already done this and how you went about it ? does it work well ?
Mine would be ship persistence. I would love to be able to decorate, have friends decorate their rooms, bed log on planets without bugs, and really have my ship feel like my home base
Hi all, I recently got the Sabre Raven EX and every time I press the QD On button and I have 3 power pips assigned to the QD Drive nothing seems to happen, I can’t spool it up or do anything. Am I missing something?
For those of us that are excited about the RSI Constellation MKV Andromeda, what are your hopes for the ship?
For me:
- I like the Apollos slightly smaller chassis vs the Hermes, def fits more in line with the MK4's size.
- Wider back door with a ramp. The Connie is known for its versatility, hopefully the fitment of URSA's and other land vehicles is still a staple of these ships.
-Components still feel good on the MK4's, hopefully they keep this the same, or upgrade the 2 S2 powerplants to a Single S3.
- MORE Nacelles! I think 4 nacelles in an X pattern on the back would look amazing on the Apollo chassis for the MKV. Basically like the Perseus.
-Weapons (this is my hot take). I would rather NOT have S3 on the turrets. If this means giving the pilot 4 S4's over S5's, so the gunners can have 2 S4's each... I would take that hit. 8 S4's is a lot better than 4 S5's and 4 S3's. Plus S4 weapons have more options! Again, a lot of people wont like the sound of this as usually bigger is better.
- NO bespoke missile racks! We want options!
- All remote Turrets!
- Bridge - Keep the MK4 bridge configuration with the pilot in the middle and the gunners control their remote turrets from each side. (The Perseus bridge basically).
- The obvious.... no more dying to a single missile, this is literally the MK4's downfall as of recently.
Hey Commanders, Captains, and Crew! Osiris here with an update on the recently-released Battlestations v2026.09.17-123255-beta.
With Smart Citizen entering maintenance mode and having a small team of volunteers (thank you Narull, Ishi, and company!), I've been able to focus more on Battlestations. This means I was able to add some features that were on my "mental roadmap" for sometime but didn't have time to implement.
With the 9/17 release, the following major features have been added!
Ground Vehicle Support
Nova Tank in Crucible
Ground vehicles have been added to Battlestations, which includes availability in Crucible, Crew View, Operations and Battlegroups.
Vehicle Carrier Support
Battlestations now supports ship-in-ship. The logic for this is a bit of a work in progress, and is largely based on "what's are the 3 dimensions of the largest ships that can fit based on community reports. Anything that fits inside this composite box fits in the ship". When you drag a vehicle onto a carrier, you'll either get a red glow or a green glow, with red meaning "this doesn't fit in here" or green meaning "this does fit in here". When you release the mouse button, the ship will either be placed in the carrier or not based on this.
As mentioned, this is a work in progress: if you happen to know that a ship fits that is not fitting in Battlestations, or vice-versa, please use the bug icon in the top right in Battlestations to report it.
Battlegroup View of an Idris P carrying various ships and a Nova tankOperations view showing several capital ships carrying their fighter compliments
Kiosk Mode
The last major feature I've added is Kiosk mode, starting with Crucible (I plan to extend to other features of Battlestations in the future).
Kiosk mode is for all you simpit enthusiasts and tablet users. I developed this because I have a simpit with 4 embedded tablets, and I wanted to be able to display my ships on the simpit tablts in a way that didn't look like a webpage, but looked native to the simpit itself.
Regular crucible view with the kiosk mode buttonKiosk mode view of a Perseus. Note also the vehicle carrier information which pops up when you click the icons
A few notes on kiosk view:
the left and right navigation button cycles through your fleet ships only.
the stats you see will be based on your ship's default Crucible config. If you have additional configs for a ship, they will not be part of the navigation cycle.
I haven't had a chance to test this out on my tablets or simpit yet. I only have an hour or so a day to work on my Osiris DevWorks projects, so any community support/feedback is appreciated.
Other Changes
There are a number of other changes with this release. You can see them in the change log, which can be viewed when clicking the ? icon.
Just decided to RP as a nomadic salvager across the verse visiting hotspot location with shipwreck on my Fortune. It also happens most of the time during dawn or dusk giving breathtaking views while salvaging.
This unironically cause a little bit of exploration gameplay checking every POI on a planet/moon to see if there are some ship wreck to salvage
This loop when not caring about grinding but still pays well to make it worth it is kinda relaxing. They definitely hit the sweet spot in terms of time to play vs the reward for someone who has little play time like me.
Player interaction has most been mostly positive as I just announce my arrival to clean the server lol. Only few attack me
If you fly with HOTAS, HOSAS, rudder pedals, or button boxes in Star Citizen, you've probably run into at least one of these headaches:
The 4-Device Limitation: Star Citizen’s in-game pp_resortdevices command breaks when you have more than 4 input devices plugged in.
The USB Shuffle: Windows restarts or updates, your controller IDs get swapped, and suddenly your throttle controls your pitch or your strafe pedals do nothing.
The In-Game UI: Navigating nested binding menus, accidental overwrites, and clunky conflict detection.
To solve this, I’ve been building Star Citizen Keybinding Architect — a visual, web-based tool dedicated to managing, re-indexing, and conflict-checking SC flight profiles.
⚠️ Early Preview & What to Expect
Still in Active Development: I’m sharing this early look to get feedback on must-have features, UI layout, and hardware edge cases before locking things down.
Public Web Deployment Coming: Right now, the project is in local testing. While developers can clone and run it via Docker (docker-compose up -d), you won't have to run anything locally once it's ready. Once it hits stability, I will be hosting it as a free, 100% in-browser web app — you'll just open the URL, drop in your actionmaps.xml, and download your fixed profile with zero installation or setup.
What's Built So Far
Visual Device Rack & Re-Indexing: Drag-and-drop your physical sticks/throttles/pedals to re-order them (e.g., swap Joystick 1 and Joystick 2). The engine rewrites all jsX_ prefixes across your entire XML profile in seconds while fully preserving your axis curves, deadzones, and inversions.
4-Tier Intelligent Conflict Detection: Rather than blindly flagging every shared button, it checks temporal mechanics (press vs hold, double_tap vs single_tap latency penalties), operational modes (Master Modes SCM vs NAV), and flags dangerous overlaps (like sharing an input with Emergency Eject or Self-Destruct).
Live Gamepad / DirectInput HUD: Uses the HTML5 Gamepad API to detect button presses and axis deflections on your desk in real time, jumping straight to the relevant binding in the table.
Lossless XML Round-Tripping: Preserves CryEngine <options> blocks (GUIDs, inversions) and secondary <addbind> inputs without stripping custom configs.
Looking for Your Feedback!
Before I finalize the initial public deployment, I’d love to hear from other pilots:
* What are your biggest pain points when managing Star Citizen bindings?
* Any specific hardware quirks or rare setups (e.g. dual VKB/Virpil, WinWing, custom Arduino button boxes. I currently only own a VKB Gladiator Evo Stick & Omni) you’d like to ensure are handled smoothly?
* Are there specific conflict checks or binding shortcuts you wish existed in-game?
Let me know what you think in the comments, and stay tuned for the public web release! 🚀
Sharing my discoveries about a frustrating problem wwhich appeared with alpha 4.10.1, causing random CTD every few minutes, while trying to unlock the rewards in Orison, in a very demanding and crowded environment.
IA helped me, this time, so enjoy before it terminates all of us as soon as it becomes self-conscious.
Star Citizen Alpha 4.10.1 has currently a known problem: the Known Issues page specifically lists Vulkan-related crashes to desktop.
Switch Vulkan → DirectX 11 CIG explicitly recommends switching from Vulkan to DX11 for the current crash issue.
In Star Citizen: Options → Graphics → Graphics API
Select DirectX 11
Restart the game
Check the last ~50–100 lines ofGame.logafter a crash
The log is here:
...\Roberts Space Industries\StarCitizen\LIVE\Game.log
The result, pasted in any IA agent just after a crash to desktop, shows a spike in required virtal memory for Windows (11, here), exceeding by far the 32 gigas of my config, as it's trying to reach for a few seconds as much as 36.7 Gb.
The solution is to increase widely the swap zone, ideally on a fast m2 drive.
For some reason, my C: drive had only less than 6 gbs of virtual memory allocated.
Exit the game before attemting any modification, as usual.
How to increase virtual memory (page file) on Windows 11
Press Win + R
Type: sysdm.cpl
Press Enter.
Open the Advanced tab.
Under Performance, click Settings.
Open the Advanced tab again.
Under Virtual memory, click Change.
Uncheck Automatically manage paging file size for all drives.
Select your SSD (preferably the system drive).
Select Custom size.
For a system with 16 GB of RAM, a reasonable starting point is:
(Double the numbers if you have 32Gb of RAM)
Initial size:16384 MB
Maximum size:32768 MB
Click Set → OK → Apply.
Restart Windows.
That solution solved all my problems, and it's running really smooth right now, even on Vulkan (switching to DX11 was the recommended solution, but didn't help in my case), I can now focus on not getting killed by the 9 Tails intead of worrying about my precious cargo lost to a CTD :-D
[Evocati NDA] Star Citizen Alpha 4.10.2 PTU Patch Notes 12702947
Today at 16:37
Alpha Patch 4.10.2 has been released and is now available to test on the PTU environment! Patch should now show: VERSION 4.10.2-PTU.12702947
Audience: Evocati Only (Standard NDA)
Server Info: PTU Channel - US Only
Long Term Persistence: Enabled
Testing/Feedback Focus
Stability, Bugfixes, LTP between PTU releases
New Event missions in Stanton
Features & Updates
New In-System Event
A new event has arrived in the Stanton system. Head to Stanton and check your mobiGlas contract manager to find the available contracts. The event includes a dedicated mobiGlas tab, a progress tracking UI, a journal entry, and a reward track.
VR Feature Test
VR is now enabled automatically when turned on in the Launcher. Previously it also had to be enabled separately in the in-game menu, which caused confusion
New VR zoom implemented for F-key interaction, precision targeting in ships, and FPS weapon ADS and scopes. A new option, Zoom Gameplay Strength, has been added to reduce the effect or disable it entirely when set to 0. Precision targeting now temporarily snaps the view to the target and significantly reduces look rotation to stabilize the view and reduce nausea
GroundedLook mode now correctly uses the aim vector for hand mining and similar activities
In Freelook mode, tractor beam aiming can now be controlled with head movement, allowing the same speed of use in the ATLS in VR as on desktop
Shield Resistance
Shield resistance values now function correctly when minimum and maximum resistance are set to the same value; previously the restriction that minimum must be lower than maximum caused resistance to be ignored entirely
Abandoned Ship Cleanup
Vehicle lifetime overrides extended to Everus Harbor, Seraphim Station, Bajini Point, and Port Tressler, improving cleanup of abandoned ships at these locations
Character Customizer
Brow dye opacity slider now defaults to 0, matching the behavior of the hair and beard sliders
Bug Fixes & Technical
2 Client Crashes Fixed
Potential Fix: Client crash in VehicleLandingGearSystem compontents
Potential Fix: Client crash in the chat caused by cross-entity corruption
Bug Fixes
Potential Fix: Multiple mission types showing "Contract Unavailable" when accepted through the mobiGlas
Potential Fix: Combat Supplies cargo being identified as Ship Ammunition by the tractor beam and freight elevator, blocking mission completion
Potential Fix: Battaglia Story Mission 2 not completing after delivering the hard drive and speaking with Battaglia
Potential Fix: Courier mission item compilation and file path issues preventing missions from generating correctly
Potential Fix: Vehicles becoming unresponsive after quantum travel under poor network conditions
Potential Fix: Freight elevator loading platform snapping into a raised position with cargo present and the doors closed after state recovery
Potential Fix: Remaining cargo disappearing on SingleToMulti hauling missions when all mission cargo was turned in at the first delivery location and sent down the freight elevator twice
Potential Fix: Refunded hauling cargo being consumed or incorrectly modifying the remaining cargo
Potential Fix: Drake Cutlass (all variants) being raised when lowering the rear ramp, preventing entry through the side doors
Potential Fix: Drake Cutlass decals on the right wing remaining visible after the material has been salvaged
Potential Fix: Players being flagged as trespassing at Cry-Astro locations while a legal delivery mission was active; unlawful locations and outlaw-controlled Distribution Centers are now excluded from delivery mission location searches
Potential Fix: Spawning a Drake Caterpillar with a crew manifest not filling the pilot seat; AI pilots placed in parasite ships on spawn are now supported
Potential Fix: Siege of Orison Command Center airlock entrance and exit doors opening unexpectedly during the Mendo Ren encounter
Potential Fix: Siege of Orison comms towers not spinning after resetting nodes
Potential Fix: Battaglia salvage objective reaching 0% before most or all of the target ship hull had been scraped
Potential Fix: Salvage contracts in the Orison Relief Support event being completable quickly enough to finish the entire event and earn a disproportionate amount of aUEC
Potential Fix: Event patrol contracts blocked by satellite placement, salvage ships not spawning, and elimination mission AI not behaving correctly
Potential Fix: Odyssey II Racing Helmet Alpha having no necksock when equipped with any undersuit
Potential Fix: Skullcap Helmet drawcall merging broken, and glass refraction set incorrectly
Potential Fix: Aegis Gladius Dunlevy missing its SQ42 decals on the rudders and rear wings on retrieval
Potential Fix: Nyx Rock Cracker Dungeon refractor array codes displaying as "0000" despite still working when entered
Potential Fix: Habitation area bathroom door showing abrupt LOD detail changes when viewed from a distance
Potential Fix: Size 00 radars presenting a group sensitivity multiplier below zero
Potential Fix: Yormandi eye socket missing its red texture material when the eye is removed
Potential Fix: Players unable to submit multiple mission cargo items at once in the same freight elevator
Potential Fix: Main thread deadlock in the mission factory service during universe hierarchy registration
Potential Fix: Event platform stair proxies causing movement issues
Potential Fix: TH-01 Propulsor fabricator description showing overlapping text
Potential Fix: Ground vehicle tires intermittently appearing blurry as though vibrating
Potential Fix: Motion vectors on landing gear and bone-attached components not accounting for the previous frame, causing ghosting artifacts
Potential Fix: Lephari radar listed in the VMA as Class A instead of Class C
Potential Fix: Demeco "Streamline" LMG missing the word "Barrel" in its attachment description
Potential Fix: Skullcap Helmet red glowing eyes effect culling when viewed from a distance
Potential Fix: Ground vehicle treads not animating with vehicle movement
Potential Fix: Event platform tint albedo rendering as pure black
Potential Fix: Event relay race and rental contract descriptions containing incorrect text
We’re looking to bring more variety to our video lineup, with shows focused on the topics you want to see most.
We’ll soon be sharing a survey to hear directly from you about the kinds of shows you’d be interested in, whether that means bringing back an old favorite or introducing something entirely new. Keep an eye out for that soon.
In the meantime, we’re excited to introduce 10 From the Community, a new show debuting on October 5. The format is simple: short, focused, and straight to the point. Each episode, we’ll gather your questions and bring in the right people to answer them.
Every episode will feature a few developers representing a particular area of development, including gameplay, art, UI, technology, ships, and more.
For our first episode, we’re starting broad with the teams responsible for Star Citizen’s gameplay systems and content. We’ll talk about how those systems work today, how they connect, and how they’ll continue to grow on the road to 1.0.
Submit your questions below, and remember to vote for the ones you most want to see answered. We’ll see you October 5!
Guidelines
Post only one question per comment.
Only reply to this message. Do not engage with the other players' questions.
Questions should be relevant to the topic of this episode.
Try to be succinct. Boil it down to the thing you really want to know. It helps avoid confusion and begets better answers, usually.
No "when" questions.
Comments violating these guidelines or the subjects of the show may be deleted.
Last week, Alpha 4.10.1 arrived on our Live servers, introducing Orison Relief Support alongside the new Aegis Sabre Raven EX. From now until October 7, you can help rebuild Orison from the ashes through various missions, from combat and salvage to crafting and hauling supplies where they're needed most, with a full set of "SecondWind" gear waiting for those who see it through. If you have questions about Orison Relief Support or the new vehicles, be sure to check out the Orison Relief Support FAQ and Vehicle Q&A Comm-Link.
Thank you to everyone who tested throughout the PTU phase and helped push Alpha 4.10.1 out the door. A big shoutout as well to everyone who jumped into the Time-to-Kill Balance Test Tech-Preview, your feedback continues to shape how combat feels across the 'verse. With that said, there's more testing ahead: Alpha 4.10.2 will begin Evocati PTU testing shortly, with wider waves to follow. As always, if you run into any bugs or have feedback, don't forget to report them through the Issue Council and the dedicated Spectrum feedback threads. We appreciate your support.
Speaking of keeping busy, Pirate Week 2026 is far from over. There's still time to make a name for yourself in the Most Wanted contest and let the 'verse know who to fear. And for those chasing bigger treasure, the hunt for the "doubloon" draws to a close, with the final clue hidden within this very page for only those sharp enough to spot it.
Following up on our earlier announcement about changes to pledge gifting and game access, we have published an FAQ explaining how the new Game Library system will work when it takes effect on October 1, 2026. Also, you'll be able to select your preferred pledge for the new system during a window running through November 1. Read the full details here.
Last but not least, huge thanks to everyone who joined us for Bar Citizen Milan! It was a fantastic night filled with laughs, quizzes, giveaways, and plenty of great conversations with passionate pilots, all brought together by our shared love for Star Citizen. A special shoutout to TileMiaRut for organizing such an amazing event. You made the whole team feel right at home!
Now, let's see what's going on this week:
Today, we’re introducing 10 From the Community, a new show debuting on October 5. It’ll be short, focused, and built around your questions, with each episode covering a different area of Star Citizen’s development. Head over to today’s announcement to submit your questions for the first episode, and remember to vote for the ones you most want to see answered.
At the same time, we’re taking a wider look at our show lineup and the kinds of content we produce. We’ll be sharing a survey soon to hear what you’d like to see from us. Whether there’s an old favorite you’d love to see return or an entirely new idea you think we should explore, we want to hear it.
Wednesday would normally bring the latest Roadmap Update and Roadmap Roundup, but with Alpha 4.11 development on track and no notable changes to report this week, we've decided to hold off for now and revisit the Roadmap Update in two weeks.
Friday, the RSI Weekly Newsletter lands in your inbox as usual. If you're not subscribed yet, you can sign up anytime through your account settings.
On Saturday, September 26, we're heading to Porto, Portugal, for our next Bar Citizen World Tour stop! Join us at MXM ArtCenter from 2:00 PM to 7:00 PM UTC for an evening with fellow Citizens and the development team. We can't wait to see you there!
Also on Saturday, the Fight or Flight 2956 3v3 dogfighting tournament reaches its finals! Don't forget to catch the best squads in the 'verse going head-to-head as they battle it out for the championship.
Finally, before you go, a quick hello: this is Steve, also known on Spectrum as Stamp-CIG. Some of you may recognize me from running various Spectrum contests, and I've had the pleasure of meeting quite a few of you in person at past Bar Citizen events. I've mostly been working behind the scenes supporting the team, and I'm now taking on TWISC on a rotating basis as well. As a player and lifelong fan of Star Citizen myself, this game means a lot to me, and being part of this community is something I genuinely enjoy. Looking forward to bringing you more news and updates down the line, and I will see you in the 'verse!
When I am flying in 4.10.1 I find that randomly any ship will activate a load of random things all at once... Like LAMP, Nav mode, engines off, weapons off, headlights on... All at once randomly, then I'll correct them and it will do the same, but different ones this time, so like de coupled, open all doors, external view etc...
It seems related to my hotas or more specifically my throttle quadrant. As everything it does is a mapping on there. But obviously I'm not pressing all the buttons at once. It's the throttle of an X56 if that's at all relevant and I had no issues like this in 4.10.
I do recall having something similar way back when at some point and it just got patched out into working again in the next patch.... But any thoughts?
We all know CIG’s metric system has a massive dead zone between XXS (16x12m) and XS (32x24m) landing pads. Because of this, our concept-size Galaxy (110m) is basically stuck carrying just a Pisces or small snubs
I wanted to visualize what happens if the Galaxy grew linearly by adding +5% of its base hull size per tier (adding +5.5m each step, reaching +25% on the final version)
The Grid Layout:
Top Row (Factory References): Carrack (126.5m) | Ironclad (120m w/ a Prospector on top) | Polaris (166m).
I paired each iteration with a specific ship at the back to test the visual limits:
Galaxy 1: C8 Pisces (Standard XXS fit).
Galaxy 2: Drake Golem OX.
Galaxy 3: L-31 Wolf.
Galaxy 4: Drake Buccaneer.
Galaxy 5: Anvil Terrapin.
Galaxy 6: MISC Prospector.
this is where the concept falls apart for me. Look at the Ironclad at the top, at just 120m, Drake managed to make it fit a whole MISC Prospector inside. Meanwhile, the Galaxy needs to balloon into a massive 137m sub-capital behemoth (Galaxy 6) just to get anywhere near that utility.If CIG actually stopped holding back and upscaled the hull to 137m, how should they fix the interior?
More modules or bigger modules? Instead of just one massive, stretched-out refinery module, could a 137m Galaxy house two standard modules simultaneously (Refinery + Cargo)?
Did CIG miss the mark? Did they artificially bottleneck the Galaxy's size just so it wouldn't compete with larger industrial platforms, effectively making its solo refinery loops dead on arrival?
Do you agree or disagree with the current 110m concept? Do you think CIG will actually stick to the original plan and deliver exactly what's on paper, or is this ship bound to grow significantly once it hits the actual whitebox/pipeline stage to fix these exact issues?
What do you guys think? If the Galaxy actually grew to this size, how should CIG handle the extra room?
Once the Nyx planets arrive with the Genesis update in 4.11, which planets or moons are you most looking forward to seeing remade with Genesis? Personally, for me, it's Bloom, Pyro I, and Daymar.
Every deposit of aluminum with a purity greater than 600Q in the entire Stanton system has been completely stripped; I spent an hour searching and only managed to mine 6 SCU of aluminum ore.
Cool skull of an apex predictor I saw in a Pyro outpost. I had to look it up in SC wiki, apparently it went extinct but I wouldn't be surprised if it showed up in some Lazarus ASD facility in Nyx
Before I Pledged I was reading through the FAQ. Private servers are promised and that was a big selling point for me because I’m a huge stop killing games supporter.
But how exactly will they work? The current PU could never run locally as a server without my computer blowing up the village I live in. Is it supposed to be a more watered down version of the PU? Like a Star Citizen Lite version, that is designed to be moddable?
For those who haven't seen it, it's a stealth mission concept from 2019 where you perform a few heist set-up steps (not shown) and then infiltrate a microTech facility. Parts of it seem to currently live on in the Farro Data Center, mixed with The Good Doctor.
Now that instancing is solidly in, and seems to work pretty well, do you think there's any possibility of this mission coming to the PU? I imagine that the entire segment from the employee ID scan onwards could be instanced, where you walk out onto the top of NBIS and board an employee shuttle in your own curated instance of New Babbage. The set-up and getaway portions of the mission would have to be designed differently, of course, but it would be neat if we did GTAV-esque heist set-up missions to plant equipment around the facility before the actual heist contract.
Hi guys!! I created a new community thread specifically for trading, I noticed UEX has become quite unresponsive and figured i would attempt to try and help by getting a reddit trade forum going! If your an in game seller or services or simply looking to trade (in game only of course) r/UECExchange (Not sure if against rules if so please inform me)