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Happy Monday, everyone!
Last week, we opened Alpha 4.1 PTU to all backers, inviting everyone to jump in and test the latest patch. A huge thanks to everyone who’s been getting up close with the juvenile valakkars—though some of you have been calling them cute, and we have questions.
From crushing countless rocks while testing the vehicle and FPS mining updates to aligning the Hathor orbital laser platforms with precision and putting the new Volt weapons through their paces, you’ve played a tremendous role in preparing Alpha 4.1 for the live servers. We'll keep you updated on Spectrum as we get closer to the live release.
We also kicked off Stella Fortuna in the ‘verse with a new obtainable Spectrum badge, a community bar-crawl screenshot contest, fresh racing gear, and more! If you haven’t joined in yet, there’s still time to take part and grab some great prizes for yourself and up to four friends—just be sure to get your submission in before the deadline next Monday!
We'd like to give a special shoutout to Anzia Racing as the CruxCup’s 10th anniversary celebrations continue! Last Sunday, the OpenGP Race Day took place - fittingly on the same weekend the new Formula 1 season kicked off. We saw amateur racers go all out across three exciting classes, and next weekend, the competition heats up with the ProGP series.
And, for those in Germany (or planning their May travels), mark your calendars for the community-organized Con42 in Mühlheim, near Frankfurt. The event kicks off with a Bar Citizen on Friday, leading into a full day of community fun on Saturday, May 17, with developer panels, community booths, cosplay, and more. Check out their website for all the details!
Now, let's see what's going on this week
This Wednesday, as we lead up to the release of Alpha 4.1, we’ll be dropping a new Patch Watch, showcasing upcoming features, improvements, and fixes that aren’t listed on the Public Roadmap.
Thursday, we’re excited for a new episode of Behind the Ships, where the Vehicle team will give us a closer look at the upcoming [REDACTED] set to arrive with Alpha 4.1.
And on Friday, the weekly RSI Newsletter will land straight in your inbox.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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Former UEE Army Green Beret Ava Huxley and her diverse group of contractors return in EE Studios' thrilling machinima series, 'Huxley Group.' Don't miss episode seven, now available on the Community Hub!
Top Images from the Community Hub
Don't forget to submit your content to our Community Hub for the chance to see it here!
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Star Citizen wächst weiter: Alpha 4.1 bringt neue Missionen, verbessertes Mining und einen Alien-Händler mit seltenen Belohnungen. Ein Blick auf die Highlights.
Star Citizen wächst weiter: Alpha 4.1 bringt neue Missionen, verbessertes Mining und einen Alien-Händler mit seltenen Belohnungen. Ein Blick auf die...
It's time again to shine a spotlight on our most active members from the past week! From Mar 10th 2025 to Mar 17th 2025, many of you diligently took part in the discussions, made valuable contributions and made our forum a lively place. Here are this week's top posters:
We would like to thank all of the top posters. You have enriched the discussions and made our forum active and interesting. Your effort is truly remarkable!
Thank you to everyone who took part. Let's continue to have exciting discussions and learn from each other. Maybe you'll make it into the top 5 next week!
Have a nice day and have fun in the forum! Your community team
es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 10. März 2025 bis 17. März 2025 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
Grab your backstage pass and join us behind the scenes to experience what a day in the life of a performance artist looks like from one of the largest and most technologically advanced motion capture stages in Europe.
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Das Warten auf Star Citizen nehmen hunderte Freelancer-Fans zum Anlass, in einem großen MMO-Universum ihre eigenen Geschichten zu erleben - 22 Jahre später.
Das am 4. März 2003 veröffentlichte Weltraumspiel Freelancer, das einst von Chris Roberts entworfen und anschließend bei Digital Anvil und Microsoft vollendet wurde, könnt ihr heute noch im Mehrspielermodus spielen. Discovery Freelancer ist eine kostenlose Multiplayer-Variante des Klassikers. Der Trailer zeigt, was euch auf den Rollenspiel-Servern erwartet.
Noch mal gespielt: Was an Freelancer so verdammt gut war
Lust aufs Spiel bekommen? Dann studiert am besten die Download- und Installationsanleitungen zu Discovery Freelancer. Da es sich um ein eigenständiges Spiel statt einer bloßen Mod handelt, benötigt ihr keine eigene Freelancer-Version.
Nur Interesse am Singleplayer: Holt euch die Freelancer HD Edition
Die Hobby-Programmierer haben im Vergleich zum Original mehr als 100 neue Schiffstypen hinzugefügt sowie 30 frische Planetensysteme und 50 zu bereisende Himmelskörper. Die Community veranstaltet zudem wöchentliche Events mit Missionen und großen Raumschlachten.
Das Warten auf Star Citizen nehmen hunderte Freelancer-Fans zum Anlass, in einem großen MMO-Universum ihre eigenen Geschichten zu erleben - 22 Jahre später.
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
Just a reminder: The 1.0 column showcases features and content planned for inclusion in or before Star Citizen 1.0. This means you may not have to wait for the 1.0 release to experience them. As features/content in the 1.0 column become ready, they will migrate left into a point patch column for release.
Be sure to check back every two weeks for the latest updates.
With that, let’s dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes: March 12, 2025
Release View
4.0
Supply or Die
The Supply or Die event has been released, so the card has been switched to Released.
4.1
Mission Giver - Wikelo
A new mission giver enters the 'verse, bringing fresh opportunities for players to explore.
We have renamed the card from "REDACTED Mission Giver" to "Mission Giver - Wikelo".
The card has been switched to Committed.
Mission Giver Location - Wikelo's Emporium
A specially designed location to host our latest mission giver, offering a new hub for players to engage in these opportunities.
We have renamed the card from "REDACTED Mission Giver Location" to "Mission Giver Location - Wikelo's Emporium".
The card has been switched to Committed.
Sandbox activity - Align and Mine
A new open-ended activity blending on-foot exploration with aerial support, creating sandbox gameplay opportunities for daring teams.
We have renamed the card from "REDACTED Sandbox Activity" to "Sandbox activity - Align and Mine".
The card has been switched to Committed.
VOLT AR "Parallax"
A powerful new weapon boasting a unique blend of characteristics, firepower, and tactical potential.
The card has been switched to Committed.
Hathor Ground Alignment Stations
Strategically placed Hathor-operated outposts providing key infrastructure and sandbox gameplay opportunities for planetary operations.
The card has been switched to Committed.
Hathor Mining Station
A powerful new weapon boasting a unique blend of characteristics, firepower, A large-scale mining laser facility operated by the Hathor Group.
The card has been switched to Committed.
1.0
IFCS and Control Surfaces
Improving atmospheric flight dynamics with functional control surfaces, allowing for more precise maneuvering and realistic aerodynamics. A general update for the flight model of all ships that allows you to tailor your ship's behaviour more to your playstyle. As part of the flight model updates the control surface technology will be added which produces more realistic flight behaviours in atmospheric conditions.
We have renamed the card from "Control Surfaces" to "Updated IFCS and Control Surfaces", and updated its description.
Quantum Travel
The quantum travel experience is becoming fully physical, including Quantum Boosting, a faster method for short-range travel.
We have renamed the card from "Quantum Boost" to "Quantum Travel", and updated its description.
Realistic Audio Mode
A systemic solution for expressing game audio in depressurised states, through effects applied to audio and an increased emphasis on the resonance of sounds through surfaces and physical contact.
A new Card has been added.
Progress Tracker
No update to the Progress Tracker.
That's all for this week! Join the discussion on Spectrum.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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FORTUNA FAVORS THE BRAVE
Well, well, well, if it isn’t a daredevil’s favorite time of year. Stella Fortuna rolls around once again and with it, the spirit of audacious, madcap skulduggery. To celebrate the anniversary of the first successful human colony on Mars, it’s time to take risks, go hard and win, win, win a new Spectrum badge and community prizes. Risky business abounds this year with the turmoil in Pyro, so suit up and kiss your mother goodbye because escapades wait for no pilot.
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GREEN FIENDS
Fortuna Paints
What self-respecting deep-space desperado would dare fly out on Stella Fortuna without their lucky green livery? This year our classic Fortuna paint is newly available for the Mirai Pulse, Kruger P-72 Archimedes, and Consolidated Outland Mustang. Go green or go home.
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SPEED AND STYLE
New Racing Gear
Are you sporty, chic, classic, cute… or maybe all four? Rev up your wardrobe with new Origin, Murray Cup, and Star Kitten racing suits and ship paints. There are even new weapon skins to fully round out your new look.
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LET’S GET SPACE WASTED
Community Bar Crawl
Crack open the Radegast and see how long you can Rade-last on your Stella Fortuna bar crawl. Don your jazziest spacesuit and hit at least five bars on the list, taking screenshots along the way. Remember to assign a designated pilot to get you home. Up to five collaborators from each of the top three snapshots chosen will win a new racing gear and ship set - the perfect cure for any hangover, right?!
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Happy Monday, everyone!
The battle for control rages on in the aftermath of Fight for Pyro. With resources dwindling and enemies closing in, every decision could mean the difference between survival and defeat. Jump into the action and support your faction—deliver vital resources in the ongoing Supply or Die Global Event and earn exclusive rewards. More missions mean more gains!
On Wednesday, get ready to shamrock and roll—Stella Fortuna is here! Join the festive shenanigans across the 'verse, add a splash of green to the star systems, and compete for sweet prizes in our upcoming community contest.
Lastly, it's off to the races this weekend! On Saturday, starting at 18:00 UTC, it's time for the System 7 Qualifiers. Join in the fun and watch on ATMO esports' Twitch or YouTube channel as teams compete for one of the 16 coveted spots in the main event later this month.
Also, the Crux Cup 2955 is celebrating its 10-year anniversary with ANZIA Racing hosting a series of high-stakes races. Next up are the OpenGP races on Sunday (10:00 UTC), featuring three unique classes: Open, Aurora, and Heavy. Watch on Twitch as determined daredevils duke it out on the tracks!
Now, let's see what's going on this week
Wednesday will have the latestRoadmap Update alongside its complementary Roadmap Roundup. We'll also see the green light for the start of our Stella Fortuna festivities!
This Thursday, Inside Star Citizen returns with a look at the performance-capture process and some of the work being done to support the ongoing narratives in the Persistent Universe.
Friday will see the weekly RSI Newsletter directly delivered to your inbox.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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If you need the lowdown on the Supply or Die Global Event, MrKraken's one-page guide will sort you out! We've seen the tremendous attention and love MrKraken has poured into keeping this updated and we salute him!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Mar 3rd 2025 to Mar 10th 2025, many of you diligently took part in the discussions, made valuable contributions and made our forum a lively place. Here are this week's top posters:
We would like to thank all of the top posters. You have enriched the discussions and made our forum active and interesting. Your effort is truly remarkable!
Thank you to everyone who took part. Let's continue to have exciting discussions and learn from each other. Maybe you'll make it into the top 5 next week!
Have a nice day and have fun in the forum! Your community team
es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 3. März 2025 bis 10. März 2025 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team
What does a vehicle concept artist do? Join us today as we sit down with members of the Vehicle Concept Team to explore the various elements that go into their work, including career paths, inspiration, challenges, and more.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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We Hope To See You There!
Over the past few years, our Bar Citizen events have given us the chance to meet many of you in person, and we're happy to announce that the Bar Citizen World Tour will continue in 2025!
We've talked to many of the Community Bar Citizen Organizers out there who have been planning events around the globe, and we're excited to share an update on some of the events we'll be attending! For more information on gaining access to a particular event, or to speak to the Community Organizer directly, you can browse the events on barcitizen.sc, or use the links below.
In addition to these locations, we're bringing back International Bar Citizen Weekend with events near all of our studios in June - more info coming soon!
We’re also eager to hear about any local events you’re planning! If you’re organizing something and think it would be a great fit for us to attend, let us know. The list below isn’t exhaustive—we’ll be adding more events as details are confirmed.
*All times listed below are local time
Upcoming Events
Elysium
Captains stairwell
"Sir...sir!" One of the Engineers tried to usher Case back to the Armory Lago's atmosphere is almost entirely composed of Sulfur, which makes it the most Inhabitable planet in the Oya System The Horizon shall act as a political neutral zone where representatives can meet to resolve problems through discourse
Messer shoved his way through more Geoengineers, Warriors, a couple Pirates who gathered to watch, and finally got to the Armory and the wreckage of the Connie Hurston's atmosphere is almost entirely composed of Acid, which makes it the most Corrosive planet in the Nemo System occupying: That's a word that hasn't been associated much with Banu corruption is a growSynergize epidemic in the UEE Marines The Horizon shall act as a political neutral zone where representatives can meet to resolve problems through discourse
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June 14/15, 2025
Details coming soon...
Shader
Ground vehicles nut job three
The Era shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse Paul Steed woke up on a table
Sol VI has a very Rolling atmosphere, causTransmission greenhouse effects to heat its surface to temperatures that are consistently higher than even Abyss's scorchNetwork heat. water and fluids leaked through cracks in the Hull We offer this Ringworld to the Civilization as a place to study and a place to meet herding: That's a word that hasn't been associated much with Human
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August 20 - 24, 2025
Details coming soon...
Selfishness ordnance straight edge pirate
Straight edge lunatic supra- sulfuric acid
We know that we have been Intolerant Though technically not a planet, Armitage is considered a local mascot. This Desert Planet's unique shape has given it the nickname Bombora Gliese V has a very Rolling atmosphere, causEntities greenhouse effects to heat its surface to temperatures that are consistently higher than even Bombora's scorchCoherence heat.
The Ringworld shall act as a political neutral zone where representatives can meet to resolve problems through discourse Apparently, he was some kind of Pirate... and kind of a Lunatic "Sir...sir!" One of the Explorers tried to usher Johnny back to the Landing bay
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September 20, 2025
Details coming soon...
Chthonian Planet
At the quantum level
Known locally as Sheperd, this Stable Chthonian Planet is situated on the further edge of the green band and is often overlooked when compared to Fora II Known locally as Bombora, this Poisonous Evaporating Planet is situated on the further edge of the green band and is often overlooked when compared to Castra I Tal VII has a very Non-breathable atmosphere, causLunatic greenhouse effects to heat its surface to temperatures that are consistently higher than even Bruder's scorchJoaquim Steiger heat.
Johnny shoved his way through more Inforunners, Travellers, a couple Pilgrims who gathered to watch, and finally got to the Medical bay and the wreckage of the Scythe We know that we have been Violent The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse
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PU Monthly Report
Welcome to February’s PU Monthly Report! Read on for all the latest updates from the developers working on the Persistent Universe, including the AI, Core Gameplay, Narrative, Missions, Tech Design, and UI teams.
AI (Content)
AI Content continued updating the broken air traffic controller behavior throughout the main landing zones, with fixes entering the QATR process for validation, stress testing, and to ensure they don’t break other areas of the game. Once successful, the team will begin scheduling it for inclusion in an upcoming patch.
The devs also worked with the Design, Environment, and Economy teams to iterate on a new character prototype. This included a performance-capture session to record new lines. Updates then continued on Grim HEX to match the behavior reworks done on Stanton’s other landing zones.
In new initiatives, the team began looking into improvements to the dogfighting experience based on discussions with the Design and Missions teams. AI Tech also tackled a handful of bugs logged by other teams and picked up from general playthroughs.
AI (Features)
Last month, AI Features improved and polished creature behaviors. New technology from AI Tech was added to close-range and melee attacks (as used by the kopion and Quasi grazer) to make them more reactive to moving targets. Rather than stopping or starting locomotion to begin, the attack is considered part of the locomotion request, allowing the creature to react at any point during locomotion or resume locomotion without delay if the target moves.
For Human AI, the team made a variety of improvements. For example, time was spent on first-reaction flow escalation, giving players direct feedback on an enemy’s awareness state so they can sneak past. This was supported by new callbacks to the mission functionality to allow the designers to script specific level scenarios when an enemy is spotted, such as when radioing for backup.
On top of this, various smaller bug fixes and improvements were made, which will reach the ‘verse soon. For example, accuracy scaling will now start from the beginning of combat rather than when the player is seen to give more grace time.
‘Aimed at’ perception was improved, which is used for detecting when an enemy is aiming at civilians, while new functionality was added so that background assignments only influence behaviors rather than completely change them.
Issues were fixed with overzealous vehicle-based friendly fire, which prevented NPCs from firing when friendly vehicles were close by, and pre-combat attack-area behaviors, including the AI not moving to the area and not attacking.
Additions were made to Subsumption behavior scripting to allow parallel nodes to terminate when ready, rather than being forced to terminate. This is useful in situations where the designers don’t want to force an animation to quit until the correct point. Updates were also made to the AI state machine to give better control over how to transition between states.
AI (Game Intelligence Development Team)
In February, the Game Intelligence Development team continued to fix StarScript crashes reported by the designers and QA testers. Due to the increasing number of users, the main priority is to stabilize the tool as quickly as possible.
The team also began analyzing the ongoing mission system refactor in preparation for a summit held in the Manchester studio. Topics include the declarative model, tag system, and the self-validation tool. The implementation of ‘views’ into StarScript 1.7 mentioned in last month’s report continued too.
Elsewhere, Game Intelligence continued exploring various designs to more clearly display the Mastergraph and its different state nodes. Pictograms were created to simplify the meaning of each state. They also began implementing the MasterGraph design into StarScript.
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AI (Tech)
Last month, the AI Tech team progressed with work that will allow them to voxelize huge areas for 3D navigation. This will be used to create paths for AI ships and EVAing NPCs.
Planetary navigation mesh was extended to receive further information about tall buildings to give a more efficient evaluation of the terrain altitude while keeping track of manually placed object containers. The system to generate navigation for multiple agent types based on those present in the world, such as different-sized creatures and vehicles, was also extended.
February saw the team finalize the first steps of the spatial priority solver system, which will organize and order the different types of requests that need to be solved. For example, pathfinder and navigation-generation requests.
A lot of time was also dedicated to adding improved views and functionality to the Subsumption tool.
Animation
Animation progressed for creatures such as new movement for the kopion to give it more ability to traverse its environment. They also worked on facial animations for an upcoming release.
Art (Characters)
In February, the Character team kicked off a new creature, continued to work through StarWear art debt, and progressed with two new stealth armors.
The Concept art team explored ideas for in-game rewards and new armors.
Community
In early February, the Community team resumed their regular updates to the Roadmap, This Week in Star Citizen, and the Arena Commander Schedule, alongside general support for upcoming patches, sentiment/feedback tracking, and event planning.
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In support of development’s broader commitment to improving quality of life, the team published a discussion thread to gather and compile a list of what players felt were the most impactful bugs and issues currently affecting the game.
“Check it out for upcoming events that will provide players with the chance to meet in person with staff members for drinks and shared camaraderie. We’re looking forward to connecting with many of you along the way!” Community Team
Community ended the month supporting the Supply or Die event. This included updates to Global Event messaging and a comprehensive catch-all post rounding out a month of significant developments.
Core Gameplay
In February, the Core Gameplay team (one of the primary drivers behind the stability and quality-of-life initiative) continued fixing numerous bugs.
Elsewhere, they supported upcoming content with smaller features to assist in the creation of missions, sandbox gameplay, and storytelling.
February concluded many of 2025’s planning tasks that will ensure the team correctly balances the need for bug fixing, quality-of-life updates, content support, and feature development.
Last month, the Core Gameplay team implemented minor misfires for rapid-fire FPS weapons. This includes a setting that allows the designers to control the duration of the delay until the weapon continues shooting.
General cooldowns were also added for minor and major misfires to control how much time must pass after a misfire before another of the same severity can happen. Planning was done toward a misfire system for ship components to unify the systems and avoid tech debt. The primary use case for this is engineering gameplay.
Overheat animations were added or improved for some VOLT weapons, while integrated code changes were added to unblock downstream dependencies.
For engineering gameplay, the team added panels to the engineering screen to show critical information when items are selected. They also adjusted presets to enable UI popups and reduce duplication and fixed various issues with presets and screen UI.
Improvements were made to the Resource Network debug tools and ItemPort localization setup to prevent errors. Various player-facing issues causing the Resource Network to not behave as players expected were fixed, while the coolant effectiveness calculation for items was updated.
Progress was made on base building, with the devs identifying and fixing various bugs, particularly in the client-server flow. Validation for buildings placed on land claims began and localization strings were implemented.
Regarding crafting, the core feature is now playable using the developer UI, including the use of blueprints, variable material quality, crafting timers, and resource-dependent item stats. A basic queue to craft multiple items at once was added too.
Elsewhere, the team Implemented basic AR marker grouping logic to reduce the amount of UI clutter in various situations. This is currently disabled internally but available for Design to validate edge cases.
A strike team was formed to deal with underlying issues affecting the transit system, while another continued with the ongoing refactor toward the new ‘transport system.’
As part of this, a new suite of debugging tools was created to identify the root causes of transit-carriage and transit-manager issues. The team then addressed multiple issues causing carriages to get stuck and the manager failing to correctly orchestrate transit schedules. With support from QA, more instances were uncovered, investigated, and fixed. The team is still working through a prioritized list of issues and have added mitigating factors to help self-repair aspects of the system where possible.
The Core Gameplay team is currently investigating poor performance in Pyro, which is caused by entities ending up at the center of the system, and dealing with issues with NPC loadouts, failing attachments, and object container setup.
The Core Gameplay team made numerous tech debt, performance, and quality-of-life updates. For example,failure positions now works consistently, the entrance UI no longer suddenly disappears, and control hints were improved.
The application of distortion damage to jump drives was made more consistent, some per-update ‘hacks’ were replaced with proper implementation, and tunnel-generation code was optimized (it now loops once over each spline point, which requires less caching). Various crashes were fixed and performance gains of up to 4ms per frame were achieved.
Elsewhere, the team continued the initiative to improve the flight model and Intelligent Flight Control System (IFCS).
“This will include many mechanical, balancing, and visual changes to improve the overall feel of flight. These will not immediately be implemented for the next Star Citizen release, but experimented with and iterated on internally until we feel they’re ready for feedback.” Core Gameplay Team
This involved adding ‘jerk’ to IFCS to improve the overall feel of flight and smooth out all forces. A retuning pass to various ship classes to account for the changes to the flight model was done too.
Extra g-force effects based on speed, not just acceleration, were added. While this doesn’t impact gameplay, it adds an extra layer of immersion. For example, via additional camera effects.
Different velocity limits per axis were implemented. Now, IFCS uses ‘goal time to max velocity’ with acceleration in that axis to define the velocity limit. This means that, for now, velocity limit shape is defined by acceleration limit.
Variable velocity limits per power assignment were added. Now, assigning different power changes the acceleration and, in turn, max velocity.
A prototype was designed for improvements to the proximity assist feature that limits speed based on proximity to other objects instead of just vehicle acceleration. Work is ongoing to make the automatic on/off trigger work smoothly, add a UI notification for when it’s active, and activate faster when using AB and/or the spacebrake.
Finally for the flight system, a ‘Core’ IFCS toggle was added to allow pilots to turn off various assists and fly fully decoupled. This is being used to experiment with a heavily stripped-back IFCS system.
Numerous bugs were fixed through February too. Now, quantum travel no longer overshoots short distances as the pre-ramp can be canceled early. Aiming fixes were also made, including aim assist being added to unmanned turrets, and some issues with prediction edge cases during fast movement.
February saw progress on the Radar and Scanning feature. Work included enabling delta-signature markers when detected, progress on a hand-held radar jammer, and exposing more options to change the visuals for highlighting detected contacts.
Core Gameplay also began work to allow vehicle interior components to be detectable and started a minor refactor of how nearby influencing signatures are handled.
They also began implementing additional hooks into the room system. This will enable the Design team to define background signatures, which can make radar detection stronger or weaker. For example, heavy PVP areas may have lots of background noise, reducing the effectiveness of the radar and equalizing the playing field to some degree.
Annunciators now start in the off-state and correctly handle missing vehicle components. Maelstrom movement constraints progressed too, which allows the devs to limit how far broken-off pieces can move.
The inventory UI rework progressed with new concept art. This is an ongoing initiative to address many visual and user-experience issues with the current inventory UI, including how players equip items on their character.
A few features were updated for Arena Commander too, such as the addition of assist scoring for crew members and AI, UI for the DNF timer, and loadout preset selection.
Core Gameplay wrote various technical design documents in February, including for a new mission giver and a new mechanic to communicate mission progress via the comm-calls system.
The team also worked on the Supply or Die Global Event, including allowing cargo deliveries over the expected SCU amount. They also added support for returning excess cargo when delivering more than expected and made sure delivery missions don’t count destroyed containers. The devs also enabled the designers to hide the ‘Complete’ button for specific hauling contracts (such as those in Supply or Die) and investigated issues with missing mission markers.
For the mission system refactor, the team fixed various issues with mission logic not proceeding and mission properties not working correctly. A variety of quality-of-life updates were added too.
Finally for Core Gameplay, the team worked on various issues affecting hangars, freight elevators, the fleet manager, and more that were exposed during Alpha 4.0 Preview and Alpha 4.0.1 Live.
Mission Design
Mission Design focused on updating some old missions that weren’t included in the recent refactor. This includes ensuring existing missions fit with the new factions content. For example, combat missions will fall under Foxwell Enforcement, with some of the new locations from Save Stanton used as forward-operating bases. Bounty contracts will also move under the Bounty Hunters Guild alongside the reintroduction of the hijacked Origin 890 Jump mission.
Focus was also given to the Supply or Die missions. Alongside fun content for the community, these missions will act as a test for balancing future resource-gathering events.
The team also began technical conversations with the ongoing prioritization of mission quality. These discussions are about how to improve the audio pipeline to get voiced missions and begin pushing higher-production-value events.
Narrative
A major highlight for Narrative in February was the recent performance-capture shoot focused on adding new narratives and characters. Thanks to ongoing refinements to the capture workflow, players should start seeing these narrative moments in the next few patches.
Additionally, the team began planning and writing scripts for the next shoot with the overall goal of greatly increasing the amount of dialogue in the ‘verse, both in and out of missions.
Another recent improvement was the new frontend loading screen for Alpha 4.0.2, which features an in-lore newspaper with headlines pertinent to the new content being released.
For Alpha 4.0.2, the team dedicated themselves to content and bug fixing, including the new resupply missions. Additionally, further missions are in progress for the rest of the year, including new standard-issue missions, special events, and more involved narrative-focused missions.
Online Technology
The Online Technology team began the year making tweaks and fixes to enable more in-game items to persist long-term.
For the ongoing mission system refactor, the team worked to allow missions to communicate between distributed locations.
The team also started finalizing the analytics endpoint rewrite, making improvements to network-error messaging to make them more descriptive.
Additional optimizations were made to the territory-assignment algorithm to improve robustness, while changes were made to how entities are bound over the network to lay the groundwork for use in a fully dynamic server mesh.
R&D
In February, work on the new method for large-scale soft-terrain shadow generation continued. Support was also given to the Engine team, who are currently taking steps to further parallelize rendering on the CPU side.
The ongoing work on ground-fog rendering mentioned in last month's report was temporarily put on hold to allow the team to focus on improving gas cloud detail rendering for a higher fidelity appearance.
Tech Design
In February, Tech Design worked closely with Mission Design on upcoming content releases that players will hear more about in the future.
They also prepared to set up items for scanning and began identifying what items should be scannable and what information they should reveal to the player.
A major focus last month was on gameplay triggers, a system that allows the designers to easily hook into and expose preexisting functionality.
“Usually, this kind of work could only be done by engineers, but our code-savvy tech designers have become proficient at creating new gameplay triggers. This allows us to create new gameplay with better player-facing feedback for the content teams to use. For example, easier ways to dynamically enable VFX and SFX and expose ways for the designers to apply effects to players within an area.” Tech Design Team
UI
February saw the UI team focus on bug fixing, user experience, and vehicles.
As part of this, they took an in-depth look into the upcoming social-universe features shown at CitizenCon, focusing on the user experience. This involved taking the original design, working out user-friendly layouts, and ensuring interactions are well thought out and easy to use.
The devs also began implementing UI for upcoming vehicles alongside concepting the final UI styles for two manufacturers. Various UI bugs and minor issues were fixed too.
The UI Tech spent time beta testing an improved 2D UI renderer, as the current version is difficult to improve on and bug fix.
Elsewhere, they worked on tech to support game localization and progressed with systems to allow players to navigate menus using a joystick or keyboard without a mouse.
VFX
VFX spent part of February prepping for content releasing later this year. They also supported Supply or Die, cleaned up various work from Alpha 4.0.0, and progressed with an upcoming creature.
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Components, Power, Signatures
Your Ship Owner Guide
Ever wondered how your decisions impact your ship’s performance, what makes one component better than another, and how different manufacturers set themselves apart?
Welcome to your Ship Owner’s Guide, your go-to resource for understanding the mechanics of power, heat,and signature. With this knowledge, you'll gain full control over your ship’s efficiency and performance, making every flight smoother and every battle more strategic.
Since the introduction and continuous development of the Resource Network, Star Citizen allows engineers to control power distribution to individual ship components from their vehicle's energy pools. This feature will be refined and fine-tuned in future updates and will play an increasingly significant role.
Let’s take a detailed look at the properties of components as well as the mechanics of power, heat, and signature.
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Component Properties
Component properties are determined by a variety of ratings tied to key parameters: type, class, grade, and size. These parameters not only define a component’s role within a vehicle but also influence critical factors, such as its health, durability, weight, and power consumption.
The manufacturer also has a small influence on the performance of a component through its unique style. The style subtly affects the final properties of the component, making your choice of manufacturer relevant not only for cosmetic and lore reasons but also for stats.
Each parameter plays a vital role in shaping the performance and efficiency of your ship. Let’s break them down in detail to better understand their impact on your gameplay.
Battery
Planned for a future release.
Cooler
A cooler is a critical ship component that manages heat generated by other systems. It produces coolant, which is distributed to powered components to prevent overheating and ensure smooth operation. Each unit of power assigned to a component directly translates to a unit of coolant required to cool it down. Each cooler has a specific maximum coolant output, determining its ability to support different loadouts. Proper cooler selection ensures efficient heat management based on your ship’s power consumption.
Hydrogen Fuel Tank
A hydrogen fuel tank holds your ship's hydrogen fuel, which is the default fuel type for most spacecraft. Hydrogen fuel, a colorless and odorless substance, powers conventional engines during non-quantum flight. It is essential for standard propulsion and maneuvering, making the fuel tank a fundamental component of any spacecraft's operation. Proper fuel management ensures your ship remains operational during atmospheric or non-quantum travel, emphasizing its critical role in both short and long-distance missions.
Gravity Generator
Planned for a future release.
Gravity generators produce gravity, a resource consumed by rooms to create and maintain a gravity field within their boundaries. This ensures that areas of the ship have functional gravity for crew movement and operations. Proper maintenance and management of gravity generators is essential for maintaining consistent gravity fields across the ship’s interior, supporting both comfort and safety for your crew members during missions.
Jump Drive
A quantum drive can be upgraded with a jump module, transforming it into a jump drive that enables interstellar travel through interspace. This feature allows ships to traverse jump tunnels, naturally occurring wormholes in spacetime that facilitate superluminal travel across vast distances. Jump drives are essential for accessing these tunnels, opening opportunities for exploration, trade, and missions in distant systems.
Life Support Generator
Planned for a future release.
A life-support generator is a critical ship component that produces life support, a resource consumed by rooms to maintain a habitable environment. It replenishes the atmosphere, regulates pressure, and normalizes temperature within the ship’s interior. The capacity of a life-support generator scales multiplicatively with the internal volume of vehicles of similar size, ensuring consistent functionality across different ship designs. Proper life-support management is essential for sustaining crew health and comfort, especially on long missions or in extreme conditions.
Power Plant
A powerplant is essential for a vehicle’s operation, generating power to run all systems. Protecting your powerplant is crucial, as its destruction could cause catastrophic damage to your ship.
Vehicles operate at a power deficit, requiring careful allocation of power to prioritized systems. Strategic power distribution creates meaningful tradeoffs, ensuring shields, weapons, or engines are optimized based on the situation, enhancing adaptability and performance.
Quantum Drive
A quantum drive is a specialized engine that generates a Chan-Eisen field, enabling spacecraft to travel at extremely high speeds across vast distances. Quantum drives can also be upgraded with a jump module to become a jump drive, allowing travel through interspace. When active, a quantum drive is either fully on or off and its operation affects the ship’s electromagnetic (EM) signature, adding another layer of strategic consideration.
Quantum Fuel Tank
A quantum fuel tank stores your ship's quantum fuel, enabling travel across vast distances in space. Generally, quantum-fuel capacity is consistent among ships of the same size category, ensuring balance and predictability. However, certain ships, such as exploration or special-purpose ships, feature larger quantum tanks to support their unique roles, offering extended range or specialized functionality. This makes the quantum tank a key consideration when evaluating a ship's capabilities and its suitability for long-range or mission-specific operations.
Radar
Radars play a crucial role in detecting and tracking objects by analyzing various signatures, such as infrared or electromagnetic outputs. Different radar variants come with unique sensitivities to these signatures, allowing for specialized functionality depending on the context.
Additionally, using a radar’s ping function amplifies its effective sensitivity, increasing detection range and capability but potentially revealing your position to others. Strategic radar use is vital for maintaining awareness and avoiding detection.
Shield Emitter
Planned for a future release.
Shield Generator
A shield generator provides vital protection by creating shields around your ship. Shield Health represents the total defensive capacity, distributed across all faces. Generators larger than Size 2 (S2) generate shields with four sides.
The Shield Regeneration rate determines how quickly shields recover per second. While regeneration also scales with generator size, it increases more slowly than health, meaning larger shields take longer to fully recharge.
Choosing the right shield generator is crucial for balancing defense and recovery, ensuring your ship remains protected in various scenarios.
Thrusters / Engines
Thrusters and engines are key systems for ship propulsion and maneuverability in space and atmosphere. They enable acceleration, deceleration, rotation, and precise directional control.
Engines provide sustained thrust for forward movement, while thrusters handle fine adjustments and stability. Both systems consume hydrogen fuel, with efficiency depending on their type and size. Larger ships often rely on more powerful engines and multiple thrusters to remain responsive.
Efficient use of thrusters and engines is essential for effective navigation, combat readiness, and fuel conservation, particularly during prolonged missions or high-demand scenarios.
Size
The size of a component determines its input and output capacity, defining its role within a ship or vehicle. Item-port sizes range from S0 to S4, with additional steps for larger capital ships to maintain balance. For example, while both a Reclaimer and a Bengal use S4 components, their unique requirements call for further distinctions.
Most properties, such as health, signatures, and output, scale with size, though some, like power and coolant, cap at S4. The size system ensures components are properly scaled, balancing functionality, efficiency, and versatility across all ship classes.
This categorization helps align components with the unique demands of different ship types, ensuring a balanced and engaging gameplay experience.
Below is an overview of ship sizes and their typical component sizes (exceptions may apply for special-purpose ships):
Size 0
Most ground vehicles, such as the Mirai Pulse.
Size 1
Single-seaters / light fighters, such as the Aegis Gladius.
Size 2
Small multi-crew ships / heavy fighters, such as the RSI Zeus Mk II.
Size 3
Large multi-crew ships, such as the Crusader Hercules C2.
Size 4
Even bigger capital ships, such as the RSI Polaris, Aegis Idris, Aegis Javelin, and RSI Bengal. (Some capital-sized vehicles use bespoke, non-swappable components.)
Civilian
Average overall performance, with the benefit of low heat generation and low maintenance overheads.
Competition
High performance and low weight, but a trade-off of low durability, 'louder' signatures, and fewer options for power management.
Industrial
Although heavy and power-hungry, this class excels in durability and heat management and also has lower maintenance costs.
Military
Extremely durable, performant, and high configurability, though has equally high signature output 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.
Grade D
Common (budget-friendly option)
Grade C
Uncommon (standard loadout on most ships)
Grade B
Rare (typically found on highly specialized ships)
Grade A
Ultra-rare (the highest possible performance. Not expected to be obtained through regular means)
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Power, Heat, and Signature
Component Consumption and Emissions
Choosing the right components is one thing, but an experienced ship owner alsoknows how to get the most out of their vessel and what dangers to watch out for. Understanding the intricate systems of your ship is what separates a good pilot from a great one.
Let’s take a closer look at power, heat, and signature, three key factors that not only define your ship’s performance but also determine your ability to adapt and thrive in the vast and unpredictable expanse of the 'verse.
Power
Power is the lifeblood of your vehicle, supplied by powerplants that produce a maximum output scaled to their size, up to S4 for standard components. Powerplants provide energy to all onboard systems, forming a shared network with limited capacity. Future updates will introduce fuel consumption for powerplants, adding a layer of complexity to resource management.
Power Throttles
Each power-consuming component has properties for minimum and maximum power units, along with low, mid, and high ranges that determine its performance. Some components have a minimum power consumption that displays as combined power segments. These components are harder to reassign power to or from because they require a significant amount of power just to activate. This is referred to as controllability, where a smaller or larger minimum power requirement affects how easily a component can be adjusted in real time.
Components reaching mid/high ranges at lower power settings provide stronger functionality sooner but wear down faster, generate more signature, and are more prone to malfunctions.
In contrast, components with extended low ranges offer better stealth and durability, letting you operate them efficiently without sacrificing reliability. This flexibility allows you to fine-tune power settings to optimize performance based on your current objectives and situation.
Power Distribution
You can manage your vehicle's power distribution through the engineering screen (available on select ships) or via multi-function displays (MFDs). Power is allocated in segments to components, which consume these universal units based on their demands. Components are divided into:
Main Systems: Weapons, thrusters/engines, shield generators, quantum drives, and coolers. These are critical systems that require the most power and careful prioritization.
Sub Systems: Radars, life support, and gravity generators. These secondary systems consume less power, ensuring you have flexibility in managing resources.
While most components are managed through dedicated power throttles, weapons share a single power pool across the entire ship. Each weapon draws a proportion of this pool, with energy weapons consuming significantly more than ballistics. If you run out of available power, you can trade off by equipping more ballistic weapons to reduce the overall demand on your ship’s systems.
Larger ships often operate at a power deficit, making strategic allocation essential. Batteries help fill gaps by providing temporary power, which depletes over time and requires active management.
Coolant & Heat
Each unit of power assigned to a component requires a matching unit of coolant to manage the heat it generates. Coolant demand is directly tied to the power consumed, meaning coolers play a critical role in ensuring a loadout operates efficiently. Choosing the right cooler involves comparing its coolant production to the power requirements of your loadout rather than tracking coolant as a separate resource.
Default loadouts and power settings are designed to avoid overheating under normal conditions. However, certain scenarios can still push systems beyond their limits. Overheating may occur when too many components are running at high power levels, coolers are underpowered, or components become degraded or malfunction. Components operating in high ranges are especially demanding on coolant, and powerplants, as the largest power generators, require the most attention.
For vehicles equipped with multiple powerplants, it’s important to note that additional powerplants do not double your power output but instead add only a small boost while generating significantly more heat. This means it’s worth considering whether activating an additional powerplant is worth the extra coolant usage.
Heat management is also influenced by how long components take to reach their maximum heat threshold. This provides flexibility to temporarily reassign power from coolers to other systems in critical situations like combat or emergencies. Additionally, overheating components can be cycled on and off to balance their performance without compromising the overall system.
By understanding the relationship between power and coolant, you can optimize your loadout for efficiency and reliability. Strategic decisions about when to push your systems and how to manage heat effectively can give you the edge in challenging situations. Whether you’re balancing powerplants, selecting the right cooler, or managing component wear and tear, staying mindful of these mechanics ensures your ship operates at its best, even under demanding conditions.
Signatures
Since the implementation of the Resource Network, we transitioned to a system where electromagnetic (EM) and infrared (IR) signatures are generated by individual components rather than the entire vehicle. This change makes stealth and scanning more dynamic, requiring careful selection and operation of components. Each signature is influenced by component properties, making your choices critical for staying undetected or detecting others. Radar sensitivity to signatures will also vary in the future, adding complexity.
Signatures are measured as effective detection ranges in meters. Ground vehicles benefit from a sensitivity modifier, reducing their detectability, especially against spaceships, making them more stealthy during ground-based operations.
Electromagnetic (EM)
EM signatures are generated by consumed power or produced by your ship’s components. For example, assigning power to items increases EM output, while activating a quantum drive generates a significant EM burst, making your ship easier to detect while fleeing.
EM signatures provide valuable information:
Low EM indicates idling or minimal activity
Moderate EM suggests active systems or combat
High EM, especially with doubling, reveals quantum-drive activity.
Stealth-class components reduce EM output by consuming less power, helping you remain less detectable.
Infrared (IR)
IR signatures are produced by the heat expelled from your ship’s components. Overheating drastically increases IR output, while stealth loadouts with minimal coolant usage result in lower IR signatures.
Coolers play a key role in IR management by expelling heat but also increase IR signatures the more they are utilized. Running IR dark, which involves disabling coolers to reduce signature emissions, causes heat to gradually build up, making IR levels creep higher over time. When coolers are reactivated to prevent overheating, they create a significant IR spike as they work to stabilize temperatures. Balancing these effects is critical for effective heat and signature management.
Cross Section (CS)
CS signatures are determined by the physical size, shape, and overall dimensions of your ship, specifically its width (X axis), height (Y axis), and length (Z axis). Larger vehicles naturally have higher CS signatures, making them easier to detect on radar, regardless of their EM or IR output. Additionally, some chassis have modifiers to simulate radar absorbent coatings, particularly on stealth ships.
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Subscriber Promotions
March is upon us and with it comes Stella Fortuna, the UEE holiday that encourages participants to tempt fate. Luckily, the recent Alpha 4.0.2 release gives you plenty of opportunity to do just that with the new Supply or Die mission chain.
The Vehicle of the Month is the wild Tumbril Storm solo tank, designed to enhance your planet-side trips in pursuit of supplies. This month's Flair showcases a curated collection of accessories and gear inspired by Stella Fortuna.
Big Winner T-Shirt
Featuring a stylized neon-green 'X' on the front and the phrase ‘Big Winner!’ on the back, when you wear this t-shirt, everyone will know you're going places.
Current Centurion-level Subscribers get this item as part of their subscriptions.
Hazardous Cargo Chair
Rest your weary legs after a long day of hauling dangerous materials with this unique chair, upcycled from a repurposed hazardous-cargo box.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
Headhunters Carnifex ‘Lucky Break’ Armor Set
Gear up like the Headhunters with a Stella-Fortuna twist. Includes ‘Lucky Break’ Deadhead helmet, deep-space undersuit, and full Carnifex armor.
This item is available for all Subscribers to pledge for in the dedicated Subscriber Store.
Party Hard Pack
Celebrate with your fellow deep-space desperados with this Stella Fortuna-themed party pack featuring two special edition weapons, an armor set, two tankards, and more! Work hard, party hard.
This item is available for all Subscribers to pledge for in the dedicated Subscriber Store.
Tumbril Storm: Unparalleled speed and maneuverability make the Tumbril Storm the ultimate solo combat vehicle for hit-and-run ground attacks.
Imperator Subscribers: Tumbril Storm Series (with 24-month insurance)
Tumbril Storm AA: Outfitted for anti-aircraft operations, the ‘AA’ variant complements the Storm’s exceptional performance with devastating ground-to-air missile launchers.
Tumbril Storm: Unparalleled speed and maneuverability make the Tumbril Storm the ultimate solo combat vehicle for hit-and-run ground attacks.
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SUBSCRIBER
MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch Store. Centurion Subscribers receive a 10% off discount, while Imperator Subscribers receive 15% off. Take advantage of this perk and peruse the selection of available merchandise including jackets, hoodies, shirts, mugs, hats, mousepads, posters, stickers, and more. Check out the now.
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SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the Subscriber Store. You can fill in any gaps, pick up store-only items, or grab extras to gift to non-Subscribers from the My Hangar section of your RSI profile.
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NOT A SUBSCRIBER?
If you would like to receive this flair as part of a subscription, you cansubscribe before March 10, 2025 (20:00 UTC). Otherwise, you can pick up these and previous months’ flair (going back to 2014) in the dedicated Subscriber Store.
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Hello everyone, xē'suelen nyahyan
The latest update launched last Friday, bringing a wealth of improvements. This release focused on three key areas: addressing top-priority gameplay issues, improving connectivity and stability, and expanding the narrative with the Supply or Die event.
As part of this update, you can now align with either Citizens For Prosperity or the Headhunters, each offering distinct combat and non-combat activities to shape your experience.
Over the weekend, we encountered some backend issues that may have affected some of you. While the team quickly deployed a fix, followed by a maintenance to clean things up, further investigation and additional updates are ongoing. Keep a close eye on Spectrum and the RSI Status page for more information!
Last week also brought the first Roadmap Update of 2025, introducing the new 4.1 column in the Release View. This column highlights some of the content coming your way during the 4.1.x patch cycle.
Additionally, the 1.0 column has been updated with new cards, showcasing features planned to launch before or alongside Star Citizen 1.0. As development progresses, these cards will shift into their respective patch columns, reflecting their status in the pipeline.
Now, let’s take a look at what’s ahead this week!
Now, let's see what's going on this week:
On Tuesday, keep an eye out for the February Subscriber Comm-Link and the latest Subscriber Newsletter.
This Wednesday, get ready for the February Monthly Report for Star Citizen! Additionally, the team is gearing up to release a Ship Owner's Guide covering Components, Power, and Signatures, offering valuable insights for pilots looking to optimize their ships. The Bar Citizen World Tour also continues in 2025, with members of our teams visiting your local events with various goodies and loot in tow, so expect a Comm-Link to share some of the initially planned locations!
Thursday, Star Citizen Live returns with an exclusive interview featuring members of the CIG Vehicle Concept Team! Join us as we meet Alberto, Jacob, Samuel, and Laith, dive into their creative process, and get to know the people behind the ships. Plus, we’ll get a first look at some of their latest work - you won’t want to miss it! Tune in at 9 AM Pacific / 5 PM UTC. Also, Jared wanted me to say that he's sorry for putting the wrong date on our upcoming SCL Q&A with the Mission Design Team. That show won't be until next month, but we'll keep the questions you've already submitted and work from those once everyone is available.
And finally Friday, keep an eye on your inbox for the latest RSI Newsletter, bringing you all the key updates from the ‘verse.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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Over 400 hours went into this project: a fantastic story, amazing voice acting, stunning captures, a perfect soundtrack, and some suuuper sloooomoooooo all wrapped up in a new masterpiece from Wicked Wookie and the team.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's time again to shine a spotlight on our most active members from the past week! From Feb 24th 2025 to Mar 3rd 2025, many of you diligently took part in the discussions, made valuable contributions and made our forum a lively place. Here are this week's top posters:
We would like to thank all of the top posters. You have enriched the discussions and made our forum active and interesting. Your effort is truly remarkable!
Thank you to everyone who took part. Let's continue to have exciting discussions and learn from each other. Maybe you'll make it into the top 5 next week!
Have a nice day and have fun in the forum! Your community team
es ist wieder an der Zeit, unsere aktivsten Mitglieder der vergangenen Woche ins Rampenlicht zu stellen! Vom 24. Februar 2025 bis 3. März 2025 haben viele von euch fleißig an den Diskussionen teilgenommen, wertvolle Beiträge geleistet und unser Forum zu einem lebendigen Ort gemacht. Hier sind die Top-Poster dieser Woche:
Wir möchten uns bei allen Top-Postern herzlich bedanken. Ihr habt die Diskussionen bereichert und unser Forum aktiv und interessant gestaltet. Euer Einsatz ist wirklich bemerkenswert!
Vielen Dank an alle, die sich beteiligt haben. Lasst uns weiterhin spannende Diskussionen führen und voneinander lernen. Vielleicht schaffst du es ja nächste Woche in die Top 5!
Einen schönen Tag noch und viel Spaß im Forum! Euer Community-Team