u/Stompy-MwC

Live Services Disruption

Live Services Disruption

https://status.robertsspaceindustries.com/issues/2026-06-09\_live-services-disruption/

The Team is currently investigating elevated error rates preventing players from joining the Persistent Universe.

As a precaution, the Character Repair Tool has been temporarily disabled.

The team is also taking a look at player inventories becoming inaccessible. Please use STARC-211218 to help us investigate this issue further.

[2026-06-09 Updates]

0030 UTC - Initial Notice, Team is investigating.

2325 UTC - Login error investigation continues, team is also looking into player inventory problems.

u/Stompy-MwC — 3 hours ago

Xy’kara - Bundle

https://robertsspaceindustries.com/en/pledge/Gear/Xy-kara-Bundle-Warbond

Embrace Alien Week with this Xi’an-inspired armor, weapon, and paint bundle, each featuring metallic bronze elements over black. Includes the Syang Fabrications Xy'kara armor, UltiFlex Novian crossbow, and Xy’kara paint for the Gatac Syulen.

The Xy'kara armor is the result of thousands of years of Xi'an combat expertise packaged for the Human body, while the Novian crossbow near-silently launches a heavy bolt that shatters on impact, causing devastating damage to close-range targets.

Includes

1 Paint

  • Syulen - Xy’kara Paint

6 Gear Items

  • UltiFlex Novian 'Xy'kara' Crossbow
  • Syang Fabrications Xy'kara Helmet
  • Syang Fabrications Xy'kara Core
  • Syang Fabrications Xy'kara Arms
  • Syang Fabrications Xy'kara Legs
  • Hardin Tactical Lamont ‘Xy'kara’ Undersuit

$20 USD Warbond

u/Stompy-MwC — 11 hours ago

A Comprehensive Ship Power Management Guide [Alpha 4.8.1] | Foxy's Star Citizen Player Guide 4k

This video will provide you with a comprehensive ship management guide updated to star citizen alpha 4.8.1. Enjoy

youtu.be
u/Stompy-MwC — 2 days ago

Player-to-Player Trade Update

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/player-to-player-trade-update

Hi everyone,

With the latest 4.8 update, we've made some changes to how player-to-player transactions work. We wanted to give you a heads-up on what's changing, and be upfront that this is an area we'll be actively adjusting over the coming days and weeks.

What's New
Trades between players now require both parties to be online, with the recipient acknowledging the transaction before it completes. This helps ensure transfers are intentional and confirmed on both ends.

The online requirement is a temporary step. In the future, we plan to support offline notification resolution, which will let you send a trade offer to a player who's offline while still preserving the acknowledgment flow. Until that's in place, both players will need to be online to complete a trade.

In addition, the UEE Bank now performs authorization verification on transactions, including limits on transaction rates and amounts.

Our Approach to Limits
Our goal is to keep trade frictionless for players going about their normal business, while giving us the tools to identify and restrict abuse. We're working toward a flexible system of limits with multiple tiers, so that legitimate activity sits comfortably within them while unusual patterns can be flagged without affecting everyone else.

We don't expect to land on the right values straight away. Finding the balance will take some tuning, and we'll be adjusting as we learn more from real activity in the 'verse.

What to Expect
Over the next few days and weeks, you may notice changes to rate limiting and transaction thresholds as we calibrate things. Some limits may feel conservative at first while we gather data and find the right settings. If something feels off, that feedback is genuinely useful to us during this period.

Thanks for bearing with us as we tune these systems. We appreciate your patience while we get this right.

u/Stompy-MwC — 3 days ago

Star Citizen Alpha Patch 4.8.1 Notes & Feature Updates

https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-4-8-1-live-hotfix

Feature Updates

Player Trade Notifications Refactor with Economy Authorization Service
Replacing the player aUEC trade flow with an authorization-ticket model that will require both parties to consent to the trade before it completes. The receiving player will receive a notification alert when aUEC is sent, prompting them to accept or deny. The sender will have a pending message. If not accepted in time by the receiver, the transaction will cancel. This system also introduces trade rate limits and amount caps.

Hangar Collision Insurance Update
Players will now receive a free insurance claim when their ship is destroyed due to collision inside a hangar.

Experimental VR Updates: 3d UI Markers & Tractor AR

  • Added new 3D Versions for all marker types which can be activated with CVAR "ui_markers.enabled_3d", i.e. Vehicle Entrance, Object Markers, POI Markers, proper 3D transformation to Jump point markers.
  • Tractor and Structural AR: 2D version has been removed. Desktop also uses the new 3D version now.

IMPORTANT Notes:

  • The 3D versions look slightly different but they are almost identical to the 2D version:
  • New projection helpers have been added to calculate the proper AR RTT local space position and the projected distance which scales with FOV and distance so 3D elements have always the same size

New Cvars:

  • ui_markers.enabled_3d - Switches markers between legacy 2D screenspace positioning and the new 3D world-space transform system.
  • ui_markers.scale_3d - Uniform size scale applied to all 3D markers.
  • ui_markers.max_distance_3d - Clamps the render distance of 3D markers to avoid floating-point precision issues from Building Blocks 32-bit coordinate space.
  • ui_markers.offscreen_distance_3d - World-space distance from the camera at which offscreen (edge) markers are placed.
  • ui_markers.offscreen_angle_3d - How far from screen centre offscreen markers sit, in degrees. Higher values push them closer to the FOV edge.
  • ui_markers.offscreen_pitch_offset_3d - Tilts the reference forward direction for offscreen markers; intended for VR comfort tuning.
  • ui_markers.bounds_offset_scale_3d - Flat multiplier on the above/below offset used to position labels relative to the ship's bounds. Increase to push labels further away from the ship body.
  • ui_markers.bounds_offset_angle_3d - Angular offset (degrees) added to the 3D bounds position at range.
  • pl_visor_markerAR.hud_ar_projected_size_scale - Scales the entire UI by this factor which uses the projected size

Bugfixes & Technical

Escort Ship missions are currently unavailable while we test fixes for blocking issues. Once the fixes are confirmed as resolved, the missions will re-appear in your Contracts Manager on LIVE.
This update includes multiple client and server stability improvements and crash fixes.

This update also includes half a dozen exploit fixes. Due to the nature of these, they will not be listed.

We've completed further technical work to address the character repair causing a number of accounts to "brick" and have included that in today's hotfix.

  • Potential Fix: Issue where the active route would reset when switching between SCM and NAV modes on ships equipped with the Command Module
  • Potential Fix: Issue where vehicles would stop mid-flight or during Quantum Travel and the Command Module would undock on its own
  • Potential Fix: The interaction prompt for the Cargo Module disappears after reclaiming insured vehicles with the Cargo Module equipped
  • Potential Fix: Issue where Quantum Travel markers did not behave correctly when a route was set on an Ironclad or Caterpillar spawned with the Command Module attached
  • Potential Fix: Issue where the "Route" button's clickable area did not match its visible UI element on the Starmap
  • Potential Fix: Issue where players were unable to dock at spaceports using Docking Collars across multiple systems
  • Potential Fix: Issue where the MISC Starfarer's external fuel tanks could be detached via the fuel console without first unlocking the vehicle item ports.
  • Potential Fix: Issue where Meteor weapons could be swapped out for generic Size 5 weapons
  • Potential Fix: Issue where the Aegis Tiburon pilot lost their targeting pips when another player entered a remote turret.
  • Potential Fix: Issue where targeting pips jittered out of place in the Aegis Tiburon
  • Potential Fix: Issue where Mustang Delta rockets used incorrect ammunition and carried too few rounds
  • Potential Fix: Issue where Bit Zero's ship would not spawn in the hangar during the Easy Pickings mission in Pyro
  • Potential Fix: Issue where the UtiliFlex Crossbow bolt appeared as a white box instead of the correct visual
  • Potential Fix: Thruster textures are missing on some Anvil Hornet variants
  • Potential Fix: Issue where a generic transaction error was displayed at the end of a successful AI refueling transaction.
  • Potential Fix: Issue where multiple panels in Riker Memorial Spaceport displayed placeholder images
  • Potential Fix: Issue where doors in the Specimen Cache Room at Lazarus Complex in Stormageddon remained open after a reset.
  • Potential Fix: Ship Hangar Services - Mustang Delta rockets use S9 ammo and way too little of it
  • Potential Fix: Issue causing the Syulen buttons to be difficult to press
  • Potential Fix: Defend Bunker Friendly NPCs despawn once the timer reaches 00:00
  • Potential Fix: Fuel Nozzles bought on refinery shop does not appear on local inventory
u/Stompy-MwC — 4 days ago

Weekly Update: Alpha 4.8.1 & PU Monthly Report

Sneak Peek: "Ready to atac"

https://mailchi.mp/cloudimperiumgames/weekly-friday-newsletter-652026

Hey Citizen,

Alpha 4.8.1 is LIVE with a range of new ship battle contracts! And we’re once again inviting you to show us your colors in a community contest.

Plus, check out the latest PU Monthly Report and Roadmap Update. Looking ahead, International Bar Citizen Weekend is coming June 13, with four events near our studios.

LEARN MORE

ALPHA 4.8.1 IS LIVE!

Answer the call from either Foxwell Enforcement or Headhunters to defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and escort escaping workers to safety if needed. Play your part to earn unique items!

LEARN MORE

Top Stories

Show Us Your Colors Celebration 2026

Join us in celebrating the incredible diversity that makes our community shine so bright. Show Us Your Colors in any way you like - just make it colorful! The top 10 best submissions will walk away with some shiny loot!

May 2026 PU Monthly Report

Roadmap Update & Roundup

Join us for International Bar Citizen Weekend - June 13

On June 13, we’re hosting FOUR events near all of our studios around the globe. Kick off Alien Week in person, hang out with your fellow spacefaring enthusiasts, and above all, celebrate YOU, our community! We hope to see you there!

Promotion

MISC Starlite

The MISC Starlite keeps haulers, miners, and explorers moving beyond their limits. Expand your fleet with a standalone ship or upgrade, and personalize your Starlite with a selection of new paints.

JUNE SUBSCRIBER PERKS

June’s Vehicles of the Month are from otherworldly shipbuilders Gatac Manufacture and Aopoa, while this month’s Flair features alien-inspired designs to decorate your hangars and weapon lockers with.

Community

4.8 Refueling Tutorial

TheSpaceCoder's tutorial walks through refueling gameplay, including contracts, docking, transfers, and handling threats. Been eyeing the tanker life? This is a great starting point.

BAR CITIZEN

What do Cardiff, Utah, and Ourense have in common? They're hosting Bar Citizens this weekend! Wherever in the world you may be, find one near you.

u/Stompy-MwC — 4 days ago

4.8 Quietly Updated Distribution Centers with Loot! | @TheCoreGameplay

CIG quietly updated the distribution centers in Patch 4.8, and a bunch of you guys told me to go check them out because some really nice ship components are spawning there now! So we're going to head inside, explore a bit, and see exactly what we can find. If the rumors are true, this is a massive hidden loot buff that can save you a ton of hard-earned aUEC on ship upgrades.

youtu.be
u/Stompy-MwC — 5 days ago

PU Monthly Report May 2026

Star Citizen Monthly Report: May 2026 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42

Welcome to the PU Monthly Report! May saw Alpha 4.8 and DefenseCon hitting the ’verse, with many teams spending the month finalizing features for these major releases. Following this, tasks began and continued for the exciting content coming over the next few patches. Read on for all the details.

AI Content

Following the launch of Alpha 4.8, the AI Content team began closing out tasks for Alpha 4.9 and beyond. Alongside the usual bug fixes and ongoing initiatives from the previous months, the team looked into technical fixes to help streamline the process for adding content into the game.

“The Alpha 4.9 patch is going to be a very important one for the narrative design of the game, as the team is contributing to two very large elements that will lay important foundations for developing narrative in the ultimate 1.0 vision.” AI Content Team

AI (Features & Tech)

On the animation side, significant work went toward the mass retargeting of male-to-female combat AI assets, with additional support for unconscious and bleeding-out behaviors. The devs also made TrackViews for an upcoming event and restructured how melee attacks are tweaked for NPCs with large attack sets.

Prototypes were then implemented for the valakkar. For example, the team simplified the setup of burrowing animation types, fixed the path patching to improve movement along dynamically generated positions, and improved the API for tracking damage to NPCs to trigger motive actions. They also refactored how AI-triggered states work and improved debug shortcuts for controlling time and teleporting.

Animation

Last month, the Animation team progressed with the apex valakkar, fleshing out various additional attacks and animations. They also captured new enter and exit animations for upcoming ships alongside work for a new full-body mission giver, who will have her own place in the ’verse.

The Facial Animation team processed a significant amount of new content from April’s performance-capture shoot, which will appear in Alpha 4.9. As this content will be split across comms calls and in-person interactions, it was processed at different quality tiers to ensure that everything players see close up will really shine.

The team are excited to see players’ reactions to the return of Recco Battaglia, as this will be the first instance of an old character returning to the ’verse with new content and missions. A lot has changed within the pipeline since her debut, so this will be the first time players will be able to draw immediate comparisons.

Facial Animation also held two performance-capture shoots with the Narrative and the Motion Capture teams, which will cover content for Alpha 4.9 and 4.10.

Art (Ships)

May’s DefenseCon saw many of the Ships team’s recent projects flyable in the PU, including the Aegis Tiburon and Hammerhead ’gold standard,’ the Origin M80, the MISC Starlite, and the Drake Pitbull, Ironclad, Ironclad Assault, and Command Module. The team also delivered the Vanduul Mauler as part of Tactical Strike Groups alongside numerous flight blades and weapon kits.

Elsewhere, the Gatac Railen passed its greybox review before progressing into LOD0, with a combined LOD0 and Final Gate review scheduled for early June. Significant progress was also made on a related-yet-unannounced ship.

Four other upcoming vehicles continued development, too. The first received custom mo-cap for its enter and exit animations, creating unique challenges due to its scale, before its greybox review at the end of the month.

Production on the second kicked off, with a small team starting work toward the whitebox gate planned for the middle of June.

The third continued down the pipeline, while the fourth saw the UK team collaborating with their North American counterparts to ensure the art direction aligns with the brand’s other new releases.

With resources freed up following DefenseCon, pre-production picked up for the Anvil Liberator, with the start of whitebox scheduled for the end of the month. As part of this, an update was made to the interior to allow for quicker entry and exit to the landing pads.

Lastly on the UK side, the RSI Galaxy continued through whitebox as further revisions were made to the layout around the central docking collar, habs, bridge, and lift area to ensure clear flow from any direction.

As mentioned above, the North American team progressed with an unannounced ship, which passed its greybox gate review with flying colors. Following this, the LOD0 phase began, with the ship coming together following a preliminary lighting pass.

Finally, the Drake Kraken continued through its greybox phase, with further changes to the hero rooms to utilize more of the Drake kit used in the Ironclad. This will save both production time and increase the optimization of this huge ship.

Art (Weapons)

In May, the Weapons team ensured their content was ready for Alpha 4.8, including the Kastak Arms plasma grenade and UltiFlex Novian crossbow, and a handful of skins for upcoming events. 

Meanwhile, the team progressed with a new large-caliber weapon, which is currently in greybox. New tech is also in the works that will require cross-team collaboration over the next couple of months. Material polish passes and updates to existing weapons continued to progress, too.

Community

The Community team began May by preparing for the launches of Alpha 4.8: Tactical Strike and DefenseCon 2956. Early in the month, they published the April PU Monthly Report followed by an Org Spotlight that presented players with a variety of organizations they could team up with to tackle upcoming content. They also shared updates on the changes to vehicle insurance coming in Alpha 4.8 and announced that the Novian crossbow would arrive with this update.

The team supported the release of Alpha 4.8 with a catch-all thread highlighting all the features of this major update, along with an FAQ for Tactical Strike Groups. They also launched the latest Twitch Drops for DefenseCon, alongside a dedicated page and an FAQ alerting the community to what to expect at Drake’s big show. As the event drew near, they followed up with a comm-link informing players of the DefenseCon Schedule as well as a Countdown to DefenseCon to keep the community updated.

As DefenseCon began, the Community team published a Referral Bonus comm-link and hosted a screenshot contest. They also created a Q&A for all the new ships debuting at the event, which was updated as new ships were released, and a catch-all thread keeping the community informed throughout the event.

Both DefenseCon 2956 and Alpha 4.8 included updates to the New Player Guide and Welcome Back, Pilot pages, keeping players informed of all the recent changes. As always, the team kept up their regular cadence of This Week in Star Citizen and bi-weekly Roadmap updates.

In addition to all the other events last month, the Bar Citizen World Tour continued in May, with staff attending events in China, France, Korea, Switzerland, and TwitchCon in the Netherlands. The team also invited the community to join them for the International Bar Citizen Weekend in June.

“It’s been an absolute blast seeing everyone and hearing your starfaring stories! We hope to get to know more of you at other upcoming events, such as the International Bar Citizen Weekend, kicking off on June 13!” Community Team

Throughout May, the team closely monitored community sentiment and feedback to ensure development teams had the latest word from players to help shape improvements to both current content and future events. The Community team is also currently working closely with other teams to relaunch a refreshed Welcome Hub for new players, as well as further updates to the Guide System and Spectrum.

Economy

Alpha 4.8 saw the introduction of two major economy features: ship insurance adjustments and player-crafted items. Consumable prices were also adjusted and components now have a wider price range, with prices of grade ’A’ military components in particular being adjusted upwards to give more of a sense of progression. The devs also increased the sale price of components so that salvagers can capitalize on any high-tier components they come across.

The data aggregation pipelines were broadened, resulting in several mission archetypes receiving a balance pass based on player behavior data.

To support future economy updates, the team began standardizing the price and volume brackets of crafting resources. They’re also working on new ways to make the resource, commodity, and trading systems more intuitive and transparent for players.

On the shop implementation side, the team supported DefenseCon by setting up new shop items, including commemorative hats and t-shirts, ship weapons, flight blades, flight suits, and vehicles. This allowed all the items on display within the expo halls and lobby to physically spawn and be interactive and purchasable. The team even redressed the Coffee-to-Go concession stand to fit the DefenseCon theme. 

Lastly, with the introduction of flight suits, a pass was done on some of the existing shops across the PU to ensure two of them could be purchased.

Graphics, VFX Programming & Planet Tech

The majority of the Graphics team focused on optimization throughout May, making significant improvements that will come at a later date. Alongside this, the team further optimized and refined the visuals for the Global Illumination system, in addition to adding depth-output support to all parallax mapped surfaces which allows them to benefit from our full rendering feature-set, such as screen space shadows, reflections and directional occlusion.

The Planet Tech team made large strides with Genesis as they look to close-out the last elements of the core technology and move on to polish, performance, and stability tasks. Recent work focused on critical pieces of technology, like GPU object spawning, the virtual terrain cache, imposter rendering, and the spawning of creatures and mineables on V5 planets. Alongside this, the teams continued to iterate on visual quality while ensuring performance is kept in check.

Mission Design

Last month, the Mission Design team progressed with Recco Battaglia. They also worked closely with Narrative and Core Gameplay to ensure the mission-provider interaction flow is as desired for the initial release.

Progress was made on the redesign of an existing event that aims to push the boundaries of what is possible within a single instance. The original was designed around combat, but as the game has grown and matured, the team are now able to tap into new methods and gameplay choices.

The team also focused on creating a faction focused on non-combat gameplay from the Star Citizens 1.0 plan.

Elsewhere, the Municipal Works is currently going through mission blockouts to get it into a first-playable state. Once the design is signed off, full production can begin.

Narrative

As mentioned in last month’s report, the Narrative team held a performance-capture session, which not only brought back a familiar face but also recorded lines for a revamped existing mission. They also captured content for NPCs encountered during refueling gameplay to allow them to expand the variety of voices heard in those missions.

The Narrative team also began adding a variety of contracts that will bring more gameplay to the ’verse, not only for upcoming events but for some expanded evergreen missions as well.

Additionally, they created lore for new harvestable flora, wrote scripts for several new mission providers (including solidifying the narrative of their organizations), and provided support to both the UI and Environment Art teams.

“Thanks to all the players reporting issues as they find them. The team has been knocking out recently discovered narrative bugs as quickly as possible, with many small quality-of-life fixes expected to make their way into Alpha 4.9.” Narrative Team

Online Technology

In May, the Online Services team continued their work on several key player-facing features, including the Social Chat (MVP) feature, which is being built to enable in-game text communication between players. Alongside this, the social-systems pipeline continued to grow, with friends, online presence, party viewer, and orgs each formally tracked as upcoming deliverables for future milestones.

The first iteration of Item Recovery was included in Alpha 4.8. The team is currently supporting this feature, with more improvements coming in the future. Planning also kicked off for the Maglock system as part of the Item Recovery feature set.

A significant focus in May was to address live game stability issues tied to the contract system. The team identified that the current contract system generates far too many database entries, causing overloads and performance instability for players. Two critical tasks were created to reduce the number of database entries and improve how contracts are filtered.

The team also tackled reliability improvements to mission rewards and is putting better diagnostic tools in place, making it faster to identify and fix issues with missions and contracts not appearing.

The Live Tools team continued to deliver improvements across all of their key tools while also shipping several notable releases.

For Hex, the team released version 3.39, which introduces new player support capabilities. Updates include improved entitlement tracking, an expanded account ownership view, and more.

A follow-up release, 3.39.1, kept Hex's blueprint data in sync with the latest services. Throughout the month, work continued on the Hex 4.0 redesign, including a new design system and UX foundations that will shape all future Hex modules.

On the Bootstrap side, the team continued reliability work throughout the month, addressing developer-facing issues like server failures, performance bottlenecks, and configuration problems. Technical planning for a full Bootstrap client overhaul was kicked off and is now moving from research to design and implementation planning.

R&D

May saw the R&D team implement tweakable (approximate) multi-scattering in gas clouds, similar to the multi-scatter solution used for planet clouds. This smoothly blends between forward and backward scattering (driving the phase function) depending on the visibility of the light source of given sample points.

Support began for look-up tables in the raymarcher to recolor gas clouds based on their local density. The raymarcher loop was further optimized by skipping significant sampling and lighting work at locations where density amounts to zero. Additional optimizations will speed up noise LOD calculations, as well as making the target opacity threshold of clouds configurable.

Furthermore, numerous fixes and improvements were made to the integration of an experimental temporal upsampler borrowed from planet clouds. Lastly, out-of-bound writes in the gas cloud raymarchers were fixed for Vulkan alongside a sporadic GPU hang due to the introduction on non-linear stepping, which was mentioned in April’s PU Report.

u/Stompy-MwC — 6 days ago

Roadmap Roundup - June 3, 2026

Roadmap Roundup - June 3, 2026 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42

Hello everyone!

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: June 3, 2026

Release View

Alpha 4.8

Space Combat Missions - Defend Location

Implementing a new Mission Pack for players to answer the call from either Foxwell or Headhunters. Defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety.

  • This card has been set to Released.

Alpha 4.9

Siege of Orison

Implementing a new operation, Siege of Orison, introducing instanced FPS gameplay where players assault Nine Tails-controlled platforms in coordinated team-based encounters tied to mission-driven progression.

  • This card has been set to Tentative.

Instancing

Implementing Instancing to create closed gameplay spaces with controlled accesses. Access is managed through instance prerequisites, party leader ownership, and safeguards that prevent or remove ineligible players.

  • This card has been set to Tentative.

Super Heavy Combat Armor

Implementing the Super Heavy armor class, enabling players to equip and operate a new category of powerful super heavy weapons.

  • This card has been set to Tentative.

Apocalypse Arms "Vendetta" HMG

Implementing a brand new weapon type: the Heavy Machine Gun, with the Apocalypse Arms "Vendetta" HMG. Belt-fed and usable with the new Super Heavy Armor and its dedicated ammunition backpack, it delivers sustained high-rate fire from a large rotating barrel while carrying up to four magazines of ammunition.

  • This card has been set to Tentative.

Combat Clothing

Implementing lightly armored apparel designed to offer a more stylish look while remaining viable in combat situations.

  • This card has been set to Tentative.

New Wikelo Ships Offerings (4.9.0)

Adding a Drake Clipper with a unique base livery and upgraded components as a reward for completing a new addition to the variety of available Wikelo's Emporium contracts.

  • This card has been set to Tentative.

Mission Giver: Recco Battaglia

Implementing a returning NPC to the Persistent Universe: Recco coordinates logistics for the local independent miners operating from Levski. 

  • This card has been set to Tentative.

Join the discussion on Spectrum.

u/Stompy-MwC — 6 days ago

RSI Launcher 2.14.0 Release Notes

RSI Launcher 2.14.0 Release Notes - Announcements - Star Citizen - Spectrum v7.117.0

Hello everyone,

Today, we are releasing the RSI Launcher 2.14.0

RSI Launcher can be found here:
https://install.robertsspaceindustries.com/rel/2/RSI%20Launcher-Setup-2.14.0.exe

New features:

What's new in this release:

This release ships an Electron 41 upgrade and introduces a dedicated loader renderer that handles auto-update at startup for a smoother launcher update experience.

Known issues:

  • Some users encounter a flickering Launcher background, which can be partially mitigated by turning off accessibility settings. Please refer to this comment for a potential fix: https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/rsi-launcher-2-0-6-release-notes/7279512
  • The Launcher sometimes fails to create the StarCitizen/Live folders for some users, leading to Error 2000, Error 5008, or Error 5010. Try creating the folder manually and running the Launcher as an administrator.
  • LCH-1030: Launcher suppresses Screen Saver
  • LCH-1958: Never Ending Download loop. Please report the issue; we are encountering trouble investigating it.
  • LCH-2229: We are investigating Network error 5008. Please report your issue there.

Please try this version and share your feedback with us! Your feedback is essential for improving the Launcher.

RSI Issue Council - Launcher Project

https://issue-council.robertsspaceindustries.com/projects/LAUNCHER

Any additional feedback can be provided in this Spectrum Thread.

Since RSI launcher 2.0.0, the log.log file can be found by clicking on “GET LOGS” in application settings or under: C:\Users\<username>\AppData\Roaming\rsilauncher\logs.

Updated Error Handling

2000 - Installer error catch-all  
3000 - NMD catch-all  
3001 - NMD InvalidMDFileError  
3002 - NMD DiskSpaceBasepack  
3003 - NMD – InvalideMDFileHeader  
3005 - NMD - Not mapped error  
5000 - Datapatcher - Disk full error  
5001 - Datapatcher - Fix Permissions  
5002 - Datapatcher - Game files conflict  
5003 - Datapatcher - Network access  
5004 - Datapatcher - Corrupted game files  
5005 - Datapatcher - Unknown Network access  
5006 - Datapatcher - Failed to verify backpack  
5007 - Datapatcher - Unknown error  
5008 - Datapatcher - Network fatal error  
5009 - Datapatcher - IO Error  
5010 - Datapatcher - P4K Error   
5011 - Datapatcher - Invalid Argument type  
5012 - Datapatcher - Verification header not found 
5013 - Datapatcher - Datapatcher - Installer exception u002 
5015 - Datapatcher - NETWORK - Could not resolve host: builds.robertsspaceindustries.com   
5016 - Datapatcher - NETWORK - schannel: failed to receive handshake  
5017 - Datapatcher - NETWORK - Too many files failed after max retries.  
5018 - Datapatcher - NETWORK - Catch-all  
5021 - Datapatcher - Error 21  
u/Stompy-MwC — 6 days ago

Alpha 4.8.1 is now Live

Star Citizen Alpha 4.8.1

DEFENDERS NEEDED

ATTACKS ON INDUSTRY CONTINUE

Mining stations throughout Stanton and Pyro are besieged by raiders. Their identities unknown. Their agenda unclear. What is certain are these strikes must be stopped before their effects ripple throughout the system. To this end, both Foxwell and the Headhunters are calling out for assistance from willing pilots to defend the frontier before things get worse.

ALPHA 4.8.1

More ship battle contracts come to Stanton and Pyro.

Answer the call from either Foxwell or Headhunters to defend asteroid bases throughout the systems, prevent the attackers from destroying key resources, and sometimes escort escaping workers to safety. Help everyone, and earn credits, reputation gains, and even unique blueprints available here for the first time.

4.8.1 Patch Notes

New Mission: Defend Location - Ship Battles V3

Ship Battles V3 introduces the Defend Location archetype, a style of ship combat mission that has been a design goal since the original Ship Battles release. The premise is straightforward: a location is under attack and it is your job to stop it. Enemy bombers make coordinated strafing runs on fuel storage and other critical infrastructure, and your task is to intercept them before they can complete those runs. Let too many get through and the mission fails. Alongside the core Defend mission, V3 also introduces a combined archetype that layers an escort objective on top of the defense. While you are shooting down bombers, a friendly ship is either launching from the station or inbound for landing, and hostile fighters are focusing on it. Both objectives are active at the same time. Completing both is required to succeed, and failing either ends the mission. This combined variant is the more demanding of the two and is designed to stress different ship classes, with interceptors and heavier fighters filling different parts of the engagement. V3 also updates the existing Escort Ship archetype from V2 with Ace Pilot spawns and more varied escort ship flight paths, increasing the difficulty ceiling and reducing the predictability of those missions for players who have already run them extensively. Defend Location missions are available across asteroid mining bases in Stanton, Pyro, and Nyx at a wide range of difficulty tiers.

Mission Details

  • Available at asteroid mining bases across Stanton and Pyro via Contract Manager
  • 385 total mission locations across both systems, spanning 149 individual bases
  • Difficulty ranges from Very Easy through to Super tier (6 difficulty levels)
  • Missions will have reputation gates; Foxwell contracts additionally require completion of the Foxwell intro mission before becoming available
  • Abandoned and personal cooldown time of 15 minutes per mission

Rewards

  • Completing Defend Location contracts earns aUEC, Faction Reputation, and Scrip with the issuing organisation
  • Foxwell contracts pay Mercenary Scrip; Head Hunters contracts pay Council Scrip
  • Blueprint rewards are available at higher tier completions
  • No cost to accept any Defend Location contract
u/Stompy-MwC — 7 days ago

RSI Platform Maintenance

RSI Platform Maintenance | RSI Status

The RSI Platform will enter a maintenance window at 2026-06-03 1500 UTC to perform Platform Database updates.

During this maintenance window the the following online services will be intermittently available:

  • Spectrum User Search
  • Star Citizen Contact Search

This maintenance window is not expected to exceed 3 hours.

[2026-06-03 Updates]

1500 UTC - Initial notice, Database maintenance in-progress

u/Stompy-MwC — 7 days ago

4.8.1 VR update from Silvan

Hello everyone!
I’m happy to announce that 4.8.1 which is coming soon will fix the majority of remaining UI issues for VR. This includes marker, salvage and tractor overlays. This rework is only active in VR for now and there are a bunch of console variables which can be tuned for your liking with more to come in the future.

ui_markers.enabled_3d:
Enables the new 3D world space marker system. When disabled, markers use the legacy 2D screen space positioning. This is already forced on in VR but can be used to enable the 3d markers in desktop mode too. Longterm the 2d version will be removed.

ui_markers.scale_3d:
Adjusts the overall size of all 3D markers.

ui_markers.offscreen_distance_3d:
Controls how far from the camera offscreen (edge) markers are placed in world space.

ui_markers.offscreen_angle_3d:
Controls how close offscreen markers appear to the edge of the screen. Higher values place them closer to the field of view boundary.

ui_markers.bounds_offset_scale_3d:
Adjusts the distance between markers and the tracked object. Increase this value to move labels further away from the object.

ui_markers.bounds_offset_angle_3d:
Adds an angular offset to marker positioning at longer distances.

If you have any issues or suggestions please let me know!

What is still planned:
- Global variable to set opacity for markers
- Change opacity of Markers on the backside of a planet

Fly safe o7
SilvanCIG

u/Stompy-MwC — 7 days ago