r/starcitizen • u/StuartGT • 17h ago
r/starcitizen • u/Representative_Toe20 • 12h ago
DISCUSSION More pictures of the updated Galaxy model
Thanks to [u/ASF_Bendakk](u/ASF_Bendakk) for posting these [https://www.reddit.com/r/starcitizen/s/M8KDjA64FT\].
Updated model with a 10m size increase, and comparisons to the Mk V Connie and Perseus.
Love the windows and the new shape, IAE can’t come fast enough
r/starcitizen • u/Interesting-Hope1605 • 14h ago
LEAK RSI Galaxy Growth
Is that real?
I mean that it got bigger and bigger Weapon at lower front?
r/starcitizen • u/Irmdall • 15h ago
DISCUSSION PSA: "You Got Our Backs (Electro Skin Hull)" got Paints added for the Constellation Mk IV and Aurora Mk I
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r/starcitizen • u/Far_Introduction686 • 17h ago
VIDEO (tenpoundfortytwo) Squadron 42: The Most Promising Single-Player Game I've Played In Ages...
r/starcitizen • u/Sulcrux • 15h ago
DISCUSSION Feature Request: Missile Pallets for Bulk-Loading R&R Supplies
TL;DR: Please let me buy a pallet of missiles/bombs to put on the grid, or some sort of pallet/box I can load missiles on/in that works for R&R. If we need an in-universe argument: wouldn't they be shipped in some sort of bulk packaging? Please and thank you.
r/starcitizen • u/tammy_orbit • 10h ago
FLUFF Im still processing this thing also has 2 hangers underneath and a dragonfly bay
It might be only slightly bigger than the Idris but this monster will feel like a moving station
r/starcitizen • u/ghodan7 • 18h ago
OFFICIAL Are you guys ready for the most bland/ugly armor of SC?
This will be released today in the October month bundle.
r/starcitizen • u/Intelligent_Cry8535 • 21h ago
CREATIVE CargoVector 2.0 update. Multi Crew hauling!
Hey everyone,
As some of you may know, Ive been working on CargoVector for the better part of a year now. We have some great Redditors in the discord helping to test and improve the app already.
Alpha 2.0 recently went live, quickly followed by 2.1 (RSI Discovery hauling support!) which brought drastic changes to the 3D Loadmaster using blender baked assets for the ship modles and cargo. Ive also listened to all the feed back for wanting more immersion, so the fully optional experimental version of Faye's voice controls is also now live. You are now able to ask Faye to do everything without the need to alt tab back and forth. My voice actor wife will be recording over 1400 lines for a future release that will include responses!
Another big feature addition is support for multi crew hauling. I was constantly asked to support this, and the first version is now here. Your group leader can pick up contracts, import them all in, generate a route, and each crew emember can connect and see all the instructions for packing and delivery, which zones to use ect in real time on their screen. No more needing to stream on discord.
All the data for route modeling, times, distances ect were gathered by actual players in game, and our artwork is done by u/sbtdesu . They are still working on painting and further developing the avatar for future releases. We are code signed and hosted on the Microsoft store.
I know we have some Linux fans, but as I do not use Linux, I am unsure about the usability/stability for those users. If you know anything about porting Windows to Linux, come drop me a line!
MS Store link : https://apps.microsoft.com/detail/9n7nsxr868dv?hl=en-US&gl=CA
Discord : https://discord.gg/HXwWt3qCa
The app will always be free, and I am continually updating and improving. The only way for me to make it better is from the communities suggestions!
r/starcitizen • u/Canadian-Goof-Ball • 20h ago
GAMEPLAY Altimeter alarms?
I cant be the only one that wishes there was some kind of low altitude alarm? Somthing that I can silence with a button , Or make the altimeter go red when below 500m .When Dog fighing in the dark on a planet the ground has surprised me more than a couple times when it suddenly appears in front of me lol . And lamp seems only useful in some light conditions. Or is it just me?
r/starcitizen • u/StuartGT • 9h ago
OFFICIAL Senior Marketing Director - CIG now hiring - "Own the global marketing strategy for Star Citizen"
r/starcitizen • u/Evolution_Reaper • 14h ago
DISCUSSION Zeus should get Pilot controlled remote turret
The Zeus MK2 should get its remote turret to be pilot controlled. Other ships like the Hermes for example already have a pilot controlled remote turret. That the Zeus does not have that feature feels inconsistent and it would make the ship atleast a little bit more versatile as a daily driver while still being in check for pilot dps relative to comparable ships.
The limitation to 2x size 4s are holding this ship back from being a versatile soloable Allrounder like the Cutlass, Shiv or Freelancer are.
r/starcitizen • u/old_wired • 19h ago
META Fun thing about the Kickstarter Rear Admiral package I noticed
The full description:
REAR ADMIRAL: Finished game for your PC with your top-of-the-line RSI Constellation spaceship ready to fly + 10,000 Galactic Credits + Exclusive access to the Alpha and Beta + Spaceship shaped USB stick with the game and all digital elements + CD of game soundtrack + Fold-up glossy full color map of the game universe + Set of 5 Ship blueprints + 3-inch physical model of your in-game ship + Hardcover copy of 'The Making of Star Citizen' including loads of behind the scenes images and info, prelim concept art, development stories + Silver Citizens Card
It just says "top-of-the-line RSI Constellation spaceship". It nowhere says Constellation MK IV. And now there is going to be a MK V in game. I wonder if I should put in a support ticket that my ingame package shows the wrong ship... ;)
r/starcitizen • u/RyanCraig37 • 6h ago
CREATIVE How to Manipulate Refinery SCU Container Sizes in Star Citizen
Special thanks to my friend datamachine for discovering and designing this clever workaround!
When you retrieve a refinery order, Star Citizen automatically spawns the largest possible SCU container that can fit into your ship's cargo grid. Controlling these container sizes is critical because delivery missions no longer refund excess cargo.
For example, if a mission requires exactly 6 SCU of Iron and you hand over an 8 SCU box, the mission will consume the entire box. You will not be returned the remaining 2 SCU of cargo.
By intentionally placing small 1 SCU boxes in strategic spots before fetching your refinery order, you break up your cargo space. This blocks oversized containers from spawning and forces the game to generate smaller, exact crate sizes so you don't lose your extra resources.
Where to Use This Technique
This trick applies to resource-gathering and specific event loops across the verse:
• General Resource Mining & Delivery: Use this whenever you go out to mine raw resources, refine them, and transport them to a buyer to maximize your profits.
• The RSI Month Event: This trick directly helps during the RSI Month event, specifically for completing the event missions that require tight numbers like 6 SCU of Iron, 4 SCU of Quantainium, or 8 SCU of Beryl.
Step-by-Step Guide
1. Plan Your Grid Layout
• Visit the tool: Go to the https://sc-cargo.space/ website.
• Select your ship: Load your specific ship model to view its exact cargo grid layout.
• Identify the target sizes: Look at how large containers (like 8 SCU crates) fit onto your grid.
2. Block the Large Spawns
• Place a 1 SCU box: Drop a single 1 SCU box onto the grid space where a large container would normally snap into place.
• Break the chain: If your ship has an 8 SCU cargo slot, placing just one 1 SCU box in that footprint completely blocks the game from spawning an 8 SCU container.
• Force smaller sizes: Because the 8 SCU space is interrupted, the game is forced to downsize and will only spawn up to a 4 SCU container maximum. You can then safely mix and match smaller boxes (like a 4 SCU and a 2 SCU) to hit your exact 6 SCU target without overpaying.
Proof of Concept (Zeus Mk II CL Example)
Below are two screenshots showing exactly how this setup works in practice on a RSI Zeus Mk II CL:
• [Insert Screenshot 1: Blocker Placement Layout]
• Caption: This image shows the precise placement of the 1 SCU blocker boxes laid out inside the cargo grid of the Zeus Mk II CL. By breaking up the standard grid snapping points, the game can no longer validate the space needed for massive crates.
• [Insert Screenshot 2: Successful Refinery Spawn Result]
• Caption: This image shows the final result after retrieving the refinery order. Because the 1 SCU boxes were in the way, the game was forced to cap the container sizes, spawning only 4 SCU boxes maximum instead of oversized containers.
r/starcitizen • u/SilentRcher • 19h ago
DISCUSSION Hint towards potential Mk V upgrade discount?
Don't know if somebody has seen this already, but was reading the contract details and I saw this passage: "special work orders from RSI who wish to support loyal customers by offering them a discount on their next purchase in exchange for recycling their previous ship". Figured I'd share this here, just in case somebody is interested.
r/starcitizen • u/Fenrilh • 21h ago
CREATIVE An idea for exploration gameplay -> using our jump points tech to explore procedurally generated 'pockets' of unknown space through unstable jump points (an isolate/instanced exploration)
Hi folks,
So... one thing I've been thinking about is how Star Citizen could introduce meaningful exploration gameplay without necessarily having to build dozens or hundreds of fully fledged star systems.
I simply thought : what is SC right now, and what game systems do we have in place already.
Well..
We already have stable jump points and the possibility to travel through them. (For older backers, at some point, unstable jump points were also envisioned as a way to create temporary routes between systems, potentially giving explorers something meaningful to discover.)
LOOP : Jump Point Gate in System A (stable) ---> flying through a Worm Hole ---> Jump Point Gate in system B (stable)
This actual loop is static. We cant do much about it as player. It is just an highway.
So here's an idea:
-> what if some unstable and discoverable jump points didn't lead to another star system at all, but instead opened into isolated pockets of unknown space?
First... I'm not sure what to call them. Anomalous regions, spatial rifts, unexplored pockets... The exact lore explanation doesnt matter that much to me rn. I give focus on the gameplay and tech.)
Now.. Imagine discovering an unusual jump point, taking your ship through it, and emerging somewhere completely unknown. A procedurally generated environment, disconnected from the usual persistent universe, with its own terrain, hazards, points of interest and potential discoveries.
To start with the concept, it is not about discovering an all new star system or planet rn, rather just a .. procedurally (small/medium) zone to explorate. Like an instanced and confined place. To test proof the idea. (To start with.. later, Verse is the limit)
Example? One expedition might lead you into a narrow region filled with radioactive debris, where navigating your ship is a challenge in itself. Another might contain a massive field of wrecks to investigate. You could stumble upon strange wildlife, unexplored landscapes where you can land and explore on foot, unusual signals, hidden structures or valuable scientific discoveries.
And each expedition could have a concrete small objective: recover an object, investigate a signal, deploy a scanning probe, place a small research satellite, retrieve a black box, or simply identify and document something previously unknown.
The key gamedesign, though, would be uncertainty and variety.
You wouldn't know exactly what lies beyond the jump point, what kind of environment you'll encounter, or what you'll be expected to do there. Is is super warm or super cold? Hazardous effect on certain part of the ship? Nothing to repair or refuel your ship? The goal wouldn't necessarily be to discover another entire star system, but to explore a place that feels genuinely unknown.
LOOP : Unstable Jump Point ---> discovering it, analyzing it (or scouting it with drones, etc) ---> flying through a Worm Hole ---> Exploring a new instanced zone and trying to figure out how to proceed with exploration/objective ?
Developing such a gameplay loop?
From a development perspective, this could potentially offer an interesting alternative to creating new huge star systems by hand. (we have still 100+ star systems on the agenda..hum)
So.. these 'little' regions could be assembled from procedural generation, reusable environmental assets, different points of interest, hazards and objectives. Combining these elements in different ways could create a huge variety of expeditions without requiring every location to be individually handcrafted.
I would insist on NEVER reuse twice the same arena/instance. Exploration is ALWAYS about "new environment" and incertainty.
It could also provide a framework for future content. New environmental elements, creatures, wreck types, anomalies and objectives could gradually expand the pool of possible discoveries, making these expeditions more varied over time.
It could be a formidable "test bed" to try specific new kind of encounters, assets, etc..
Of course, procedural generation alone wouldn't make this engaging. The environments would still need interesting design, meaningful discoveries and a reason to go there. But the jump point mechanic we already have could provide a natural way to enter and leave these experiences, while preserving the feeling of travelling into the unknown.
Later?
Some of these anomalies could even lead somewhere unexpected in the existing universe, or perhaps connect to temporary routes between known systems. Others could lead to places that don't correspond to any known system at all.
TLDR : adding "unstable" jump points (tech is already there) connected to instanced little procedurally generated zone to develop exploration gameplay. The broader idea is to make these explorations about discovering unknown places, not just discovering new star systems. (that is the end game, as developers)
Hope you guys appreciate the idea? Given how much work each star system requires, I wonder whether this kind of approach could offer Star Citizen a way to develop exploration gameplay sooner, while also providing a potentially expandable source of content in the long run.
What do you think? Could jump points be used as gateways to procedurally generated exploration zones rather than exclusively as connections between star systems?
r/starcitizen • u/AtlasThe1st • 7h ago
QUESTION Whats this lion icon?
I see this lion icon on some store items, anyone know what this is?
EDIT: Somehow never actually read the description for these items, realizing it says in the description why.
r/starcitizen • u/XeviousPTC • 12h ago
DISCUSSION Armor penetration on the new MK V too high?
How is it possible that the armor deflection on the Constellation MK V is better physically than the famously armored Perseus (or even Polaris)? It's effectively put in the same class as the Hammerhead / Tiburon, while having a 1/4 of the mass of those ships.
r/starcitizen • u/Warhammer40sikh • 9h ago
DISCUSSION How is the F7A Hornet Mk II in the current patch? For those that own it, how does it compare to other medium fighters?
r/starcitizen • u/ThePale0rc • 17h ago
OFFICIAL Runic - Bundle
Stand strong against heavy fire before returning your own with the Runic bundle, featuring a weathered black and gold finish with ethereal geometric etchings. Includes the Kilgore and Poole Monolith heavy armor, Gemini R97 shotgun, and paint for the Origin M80.
The Monolith armor delivers a high level of protection thanks to triple-laminated ceramic plating, while the R97 shotgun features two fire modes: one with a wide spread for close-range firefights and another with a tighter shot for longer-range engagements.
https://robertsspaceindustries.com/en/pledge/Gear/Runic-Bundle-Warbond
r/starcitizen • u/PlayTed • 10h ago
QUESTION Pledge Shop Wishlist?!
Either I missed this, but isn't it new that I can now add ships to a wish list in the Star Citizen Shop?
In general, all the filter settings seem different somehow. Better.
Has it been like this for a while, or was this changed recently?
r/starcitizen • u/BulTV • 2h ago
DISCUSSION You know, what really grinds my gears?
And the fact, that you cannot mark your cursor between O and R to delete, so you have to delete the whole word backwards until it´s correct.
r/starcitizen • u/Swimming_Flaky • 18h ago
OFFICIAL New Twitch Drops October 14th - 27th.
r/starcitizen • u/CocaineMummy • 12h ago
DISCUSSION Constellation Mark IV Record Breaker paint missing?
From the $5.5 Million Chairman's Letter: "$5.5 million! You’ve unlocked the Bengal carrier, added motion capture to Squadron 42 and earned the exclusive Record Breaker skin."
I think CIG missed this paint while they were dredging up the old paints for the Constellation Mark IV. At no point ws the Record Breaker skin tied specifically to the Aurora.
