#sc-news

WEAR AND TEAR (Full System Coming Soon)

Over time, if components are not properly maintained, they will suffer wear and tear that reduces their effectiveness. This degradation increases resource consumption, raises heat output, and heightens the chance of malfunctions. It is essential to maintain components to keep them operating correctly.

As components continue running, wear will build up, leading to damage that directly affects their performance. The more wear they accumulate, the less efficient they become, eventually reaching a point where they fail and take on damage rapidly. If left unchecked, this can threaten the ship’s ability to operate.

To prevent this, you must monitor component status and repair or replace them when needed, whether during flight or once safely docked. Keeping the ship healthy is an ongoing responsibility and a key part of keeping your crew in the fight.

HEAT AND FIRE

Heat is now a crucial element for pilots and engineers to monitor. As components operate, they generate heat and raise their temperature, creating a constant balancing act between cooling systems and maintaining performance. Coolant must be directed appropriately to keep components within safe operating limits while still supporting the needs of the ship.

The longer a component runs at high temperatures, the faster it will accumulate wear, reducing efficiency and increasing the chance of failure. If a component overheats beyond safe thresholds, it will trigger a thermal shutdown and stop functioning until it cools down.

However, letting shield generators get to the point of malfunction, or surfaces getting too hot, increases the risk of fire: one of the most dangerous situations a ship can face. Fires can start due to malfunctions, or direct damage. Engineers must respond quickly using fire extinguishers or by venting a room to remove oxygen and suppress flames.

Staying on top of heat management is essential to keeping your ship safe and operational.

MALFUNCTIONS

Components that are damaged, worn, or running too hot can begin to malfunction, and the results can range from reduced performance, to complete shutdowns.

They may be triggered by taking additional damage, failing to activate when needed, or requiring immediate repair. In the worst cases, they can ignite fires that cause long lasting harm and threaten the ship.

Engineers must stay vigilant and take care of their systems by avoiding overuse or overpowering, keeping heat under control, and maintaining components in good condition. Proactive care is the key to preventing malfunctions before they escalate.

CRITICAL FAILURE

Critical failures are catastrophic states that may cause your entire vehicle to explode. They can occur when a critical part of your hull takes significant damage after reaching zero health, or your power plant is destroyed.

Once you experience a critical failure, there remains a window of opportunity to act. allowing you to stabilize the situation.

For components, you can repair, remove or externally eject them before destruction, and when your ship’s hull is brought to zero health, there is still time to repair the vehicle itself before the worst occurs, but should damage continue being delivered beyond zero health and without necessary action, a “hard death” may be triggered that ultimately causes the ship to explode.

REPAIRING

Repair gameplay is essential to extending the life of all components and your vehicle as a whole. It is recommended you always have a repair tool available for all situations, and monitor the health of all your components via an engineering screen. It is crucial especially when you are in active combat on larger ships and pushing your vessel to it’s maximum output, to have some of your crew focused on investigating the battle damage and managing whatever is needed, repairing and even fighting fires in extreme cases. In single-seater ships, you can perform limited auto-repairs via MFD screens to ensure you can get back to safe harbor for completed full repairs.

To be able to repair with the Cambio SRT or a Multitool with a Cambio-Lite SRT attachment, you will need RMC (Recycled Material Composite). These can either be bought in canisters at port to utilize to repair. You only have a limited amount of RMC in each canister and when you run out, need to either buy more or salvage more (review our Salvage guide here to see more on this). This is vital to ensure you can do necessary repairs but it will also take some

The key is catching issues early and deciding whether a component needs repair by monitoring its health. You can restore components that are completely destroyed back to a functional state while in flight, but you won’t be able to bring them back to full health. To reach 100 percent, they need to be serviced or replaced at a station. If a component is destroyed again after being repaired in flight, it cannot be repaired on the ship a second time and will stay inoperable until you dock. You can carry spare components onboard if you have space, but only size 1 and size 2 components can be swapped while in flight. Anything larger requires you to be in a hangar to replace.

Overall, ensuring you have a capable engineering team that can repair quickly and efficiently, always monitoring the components will set you and your crew above the rest.

Stage 1 - Basic Support

  • No Physicalized Components are Accessible
  • Item Repair Enabled Only via MFDs
  • No Relays are Accessible

Alpha 4.5:

  • Aegis Avenger Stalker
  • Aegis Avenger Titan
  • Aegis Avenger Warlock
  • Aegis Eclipse
  • Anvil Arrow
  • Anvil Ballista
  • Anvil Gladiator
  • Anvil Hawk
  • Anvil Hornet F7A Mk1
  • Anvil Hornet F7A Mk2
  • Anvil Hornet F7C Mk1
  • Anvil Hornet F7C Mk2
  • Anvil Hornet F7C Wildfire Mk1
  • Anvil Hornet F7CM Mk1
  • Anvil Hornet F7CM Mk2
  • Anvil Hornet F7CR Mk1
  • Anvil Hornet F7CR Mk2
  • Anvil Hornet F7CS Mk1
  • Anvil Hornet F7CS Mk2
  • Anvil Hurricane
  • Anvil Lightning F8C
  • Anvil Pisces C8/C8X
  • Anvil Pisces C8R
  • Aopoa Khartu-Al
  • Aopoa Nox
  • Argo MPUV-1C
  • Argo MPUV-1P
  • Banu Defender
  • CNOU Mustang Alpha
  • CNOU Mustang Alpha Vindicator
  • CNOU Mustang Beta
  • CNOU Mustang Delta
  • CNOU Mustang Gamma
  • CNOU Mustang Omega
  • Drake Buccaneer
  • Drake Dragonfly
  • Drake Herald
  • Esperia Blade
  • Esperia Glaive
  • Greycat PTV
  • Greycat ROC
  • Greycat ROC-DS
  • Kruger Archimedes
  • Kruger Merlin
  • MISC Prospector
  • MISC Razor
  • MISC Razor EX
  • MISC Razor LX
  • MISC Relian Sen
  • MISC Reliant Kore
  • MISC Reliant Mako
  • MISC Reliant Tana
  • Origin 300i
  • Origin 315p
  • Origin 325a
  • Origin 350r
  • Origin 85X
  • Origin M50
  • RSI Aurora CL
  • RSI Aurora ES
  • RSI Aurora LN
  • RSI Aurora LX
  • RSI Aurora MR
  • RSI Ursa
  • Tumbril Cyclone
  • Tumbril Cyclone AA
  • Tumbril Cyclone MT
  • Tumbril Cyclone RC
  • Tumbril Cyclone RN
  • Tumbril Cyclone TR
  • Vanduul Scythe

Stage 3 - Fully Enabled

  • All Physicalized Components are Accessible
  • Full Item Repair Enabled via Physical Access, Engineering Screen or MFDs (Depending on Vehicle Size and Interior)
  • All Relays are Accessible

Alpha 4.5:

  • Aegis Gladius
  • Aegis Gladius Pirate
  • Aegis Gladius Valiant
  • Aegis Idris-M
  • Aegis Idris-P
  • Aegis Retaliator
  • Aegis Sabre
  • Aegis Sabre Comet
  • Aegis Sabre Firebird
  • Aegis Sabre Peregrine
  • Aegis Sabre Raven
  • Aegis Vanguard Harbinger
  • Aegis Vanguard Hoplite
  • Aegis Vanguard Sentinel
  • Aegis Vanguard Warden
  • Anvil Asgard
  • Anvil Carrack
  • Anvil Paladin
  • Anvil Terrapin
  • Anvil Terrapin Medic
  • Argo CSV-SM
  • Argo MPUV-1T
  • Argo RAFT
  • Argo SRV
  • Aopoa San’tok.yai
  • CNOU Hoverquad
  • CNOU Nomad
  • Crusader Ares Inferno
  • Crusader Ares Ion
  • Crusader Intrepid
  • Crusader Mercury Star Runner
  • Crusader Spirit A1
  • Crusader Spirit C1
  • Crusader Starlifter A2
  • Crusader Starlifter C2
  • Crusader Starlifter M2
  • Drake Clipper
  • Drake Corsair
  • Drake Cutter
  • Drake Cutter Rambler
  • Drake Cutter Scout
  • Drake Golem
  • Drake Golem OX
  • Drake Vulture
  • Esperia Prowler
  • Esperia Prowler Utility
  • Esperia Talon
  • Esperia Talon Shrike
  • Gatac Syulen
  • Greycat MDC
  • Greycat MTC
  • Greycat STV
  • Kruger L-21 Wolf
  • Kruger L-22 Alpha Wolf
  • MISC Fortune
  • MISC Freelancer
  • MISC Freelancer DUR
  • MISC Freelancer MAX
  • MISC Freelancer MIS
  • MISC Starlancer MAX
  • MISC Starlancer TAC
  • Mirai Fury
  • Mirai Fury LX
  • Mirai Fury MX
  • Mirai Guardian
  • Mirai Guardian MX
  • Mirai Guardian QI
  • Mirai Pulse
  • Mirai Pulse LX
  • Origin X1
  • Origin X1 Force
  • Origin X1 Velocity
  • RSI Apollo Medivac
  • RSI Apollo Triage
  • RSI Lynx
  • RSI Mantis
  • RSI Meteor
  • RSI Perseus
  • RSI Polaris
  • RSI Salvation
  • RSI Scorpius
  • RSI Scorpius Antares
  • RSI Ursa Medivac
  • RSI Zeus CL
  • RSI Zeus ES
  • Tumbril Nova
  • Tumbril Storm
  • Tumbril Storm AA

Stage 2 - Partial Functionality

  • Some Physicalized Components are Accessible, but Not Potentially Not All
  • Some Item Repair Enabled via Physical Access, Engineering Screen or MFDs (Depending on Vehicle Size and Interior)
  • Some Relays are Accessible Depending on Vehicle

Alpha 4.5:

  • Aegis Hammerhead
  • Aegis Reclaimer
  • Aegis Redeemer
  • Anvil Centurion
  • Anvil Spartan
  • Anvil Valkyrie
  • Anvil Valkyrie Liberator
  • Argo MOLE
  • Drake Caterpillar
  • Drake Caterpillar Pirate
  • Drake Cutlass Black
  • Drake Cutlass Blue
  • Drake Cutlass Red
  • Drake Cutlass Steel
  • Esperia Stinger
  • Greycat Shiv
  • MISC Hull-A
  • MISC Hull-C
  • MISC Starfarer
  • MISC Starfarer Gemini
  • Origin 100i
  • Origin 125a
  • Origin 135c
  • Origin 400i
  • Origin 600i Explorer
  • Origin 600i Touring
  • Origin 890J
  • RSI Constellation Andromeda
  • RSI Constellation Aquila
  • RSI Constellation Phoenix
  • RSI Constellation Taurus

ENGINEERING AVAILABILITY IN ALL VEHICLES

With the release of Alpha 4.5, every single vehicle in Star Citizen is Engineering-enabled and capable of the baseline experience. While many have the full loop available to them, others remain in ongoing stages of development.

Below is a list of all currently flyable ships and vehicles and their Engineering status for Alpha 4.5. Please remember this list will change with each subsequent patch.

We are tremendously excited by the potential this system has for the future of Star Citizen gameplay, and as each ship continues it’s journey to the final stage of implementation, so too will Engineering itself continue to evolve and develop over the next year.

We encourage you to try the experience in multiple ships, and to provide feedback on this new gameplay system through our various communications channels and help us continue to make Engineering as fun and rewarding as possible.

Frontier Fighters Finale

To honor the efforts of the pilots who stepped in and assisted the Headhunters gang in bringing down this dangerous terrorist organization, the Headhunters Striker Clothing Set has been distributed to all participants who stood with the Headhunters from start to finish.

  • These items will be delivered in Alpha 4.5. The distribution process can take some time, so don’t worry if you don’t see your items in your hangar right away.

[Alpha 4.5: Dawn of Engineering](

https://www.youtube.com/watch?v=JgpLAqW1wOU)

Arden-CL Backpack - Chairman’s Club Edition

being distributed to Concierge

Luminalia 2955 Calendar - Day 9

Daily reward:

Piconalia Sweater Tannenbaum

Squadron 42 newsletter has come out about Vanduul ships - still indicates 2026 launch

Live Feedback - Star Citizen Gameplay Survey

Happy Luminalia PIPELINE!

Its official, CIG has brought back the Star Citizen 2025 Gameplay Survey, asking players how they play, who they are, and what they think about the game now and long term. It takes about 15 minutes, you can skip any questions, and it runs until January 15.

Everyone who completes it gets an in‑game reward: a light‑up Café Musain hangar flair granted directly to their account after the survey closes.

DIRECT LINK TO SURVEY

Will Hain, AKA River Guy AKA CIG’s Best Developer Ever, Literally No Contest has been promoted to Lead Planet Tech Programmer! Congrats to him!

Luminalia 2955 Calendar - Day 10

Daily reward:

Luminalia ’ 55 Coin

Star Citizen Graphics Settings

Hi everyone,

I wanted to take a moment to help clarify what each of our Graphics Settings does and how they impact your experience. Below, you’ll find a brief description of each setting, along with notes on what it affects in terms of performance, visuals, or hardware usage.

If you have any questions, feel free to ask below. I’ll do my best to jump in and answer where I can.

Video Memory (VRAM)

  • The horizontal bar in the bottom right of the Graphics Options menu shows the maximum video memory the game will use with the chosen resolution + settings. It is crucial this is kept below the recommended maximum, but if you are running other software (e.g. recording/streaming) then you may need to leave more headroom. If you run out of VRAM, especially on Vulkan, then you will see huge performance dips (e.g. going from 60fps to 10fps) and this won’t recover until the memory goes back under the limit. Actual usage can vary throughout the game, based on locations and other players.

Setting Descriptions

Graphics Renderer

  • [Desc] Changes the graphics API used for rendering (Vulkan/DX11)
  • [Affects] Vulkan is the more modern API, and will be mandated in a future patch as it supports the latest hardware features such as ray tracing, whereas DX11 is no longer being updated
  • Vulkan graphics drivers tend to change more frequently, and so are at more risk of bugs, so we always recommend being on the latest ‘safe’ driver, and avoid experimental drivers. If you hit issues after a driver update then roll back to the most recent working driver. If you have issues running Vulkan on any driver then we strongly recommend you report them so that you are not blocked from running the game in a future patch
  • CPU performance should be much better on Vulkan
  • GPU performance should be broadly similar between APIs
  • Visual quality should be identical on both
  • Behaviour/support for driver related overrides such as frame-generation/motion smoothing may vary between graphics APIs, and is largely beyond CIG’s control. We recommend not using any such driver overrides or render-overlays if you experience any issues

Resolution

  • [Desc] Sets the final output resolution (after any up-scaling).
  • [Affects] Large impact on VRAM usage and GPU performance. Recommend 1080p for low-spec, and 4k only for more recent GPUs

Window Mode

  • [Desc] Full screen vs windowed
  • [Affects] GPU performance should be slightly better in full-screen, though using a higher resolution will counteract that

VSync

  • [Desc] Enable or disable v-sync. Locks image updates to your monitors refresh rate, which also locks your frame-rate to a divisor of your refresh rate (e.g. 120/60/30/20 fps). When disabled you may see ‘screen tear’ where you see partial image updates. We recommend you set your monitor refresh rate via the OS to the maximum and then enable VSync
  • [Affects] Screen tear. Frame-rate clamping.

Upscaling

  • [Desc] Use a lower resolution internal resolution for some of the rendering (UI is not affected), and use temporal upscaling to recover that detail over time
  • [Affects] Lower resolutions can drastically improve GPU performance, and can save VRAM

Upscaling Technique

  • [Desc] Change the upscaling technique used. If you have an NVidia card then we recommend DLSS, and for all others we recommend CIG-TSR
  • [Affects] Each technique has a different cost in VRAM and performance

Upscaling Model ( DLSS only )

  • [Desc] Different variants of NVidia’s DLSS upscaling
  • [Affects] Can be a large performance difference between modes

HDR

  • [Desc] Enable High Dynamic Range output for improved contrast
  • [Affects] Performance should be near identical. This can have an impact on screenshots and your ability to stream content

HDR Brightness (Ref-White) ( HDR only )

  • [Desc] Desired brightness of a comfortable ‘paper white’. Adjust based on the light levels in your room. Ideally HDR is experienced in a dim room with a low reference white setting to maximize the contrast of bright highlights.
  • [Affects] Typical brightness of a white object/screen.

HDR Peak Brightness ( HDR only )

  • [Desc] Maximum brightness to use. Recommended setting is the maximum, which is automatically detected from your display, and only lower if uncomfortable.
  • [Affects] Maximum brightness of lights & reflections

Overall Quality Preset

  • [Desc] Sets all quality controls below to the same setting
  • [Affects] VRAM, GPU performance & quality (see below for details)

Object Detail

  • [Desc] Adjusts polygon detail on meshes via changing the distances that each ‘level of detail’ is used, and whether to use hardware tessellation (High and above)
  • [Affects] GPU performance

Object View Distance

  • [Desc] Controls the maximum distance at which objects are drawn (up to 200% difference between Ultra and Low)
  • [Affects] GPU performance and minor CPU cost

Textures Quality

  • [Desc] Changes the amount of VRAM used for streaming textures, as well as the target resolution of textures
  • [Values] Ultra = 5800Mb, Very High = 4300Mb, High = 3300Mb, Medium = 2300Mb with 25% quality reduction, Low = 1400Mb with 50% quality reduction
  • [Affects] VRAM, and increased disk access at higher settings

Detail Textures

  • [Desc] Changes the resolution of textures used for details on characters, weapons and items/props.
  • [Values] High = 512x512, Medium = 256x256, Low = 128x128
  • [Affects] VRAM

Ground Textures

  • [Desc] Sets the resolution of ground textures used on planets
  • [Values] High = 2048x2048, Low = 1024x1024
  • [Affects] VRAM

Texture Filtering

  • [Desc] Sets anisotropic texture filtering quality for preserving details at grazing angles
  • [Values] High = 16x, Medium = 8x, Low = 4x
  • [Affects] GPU performance

Shadow Maps

  • [Desc] Changes the resolution of shadow maps as well as their quality.
  • [Values] Ultra = 200%, Very High/High = 100%, Medium/Low = 50%
  • [Affects] VRAM & GPU performance

Screenspace Shadows

  • [Affects] Visual quality & GPU performance

Planet Volumetric Clouds Quality

  • [Desc] Changes the rendering quality settings of planet clouds
  • [Affects] Visual quality & GPU performance

Gas Clouds

  • [Desc] Changes the rendering quality settings of gas (space) clouds
  • [Affects] Visual quality & GPU performance

Fog

  • [Desc] Changes the resolution of the local fog (i.e. fog within 500m). Higher settings will preserve more detail in shafts of light, lower values will have a flatter appearance.
  • [Affects] Visual quality, VRAM & GPU performance

Water Caustics

  • [Desc] Enables water caustics effects (light scattered onto objects beneath the water)
  • [Affects] GPU performance

Water Simulation

  • [Desc] Controls the number of simultaneous water simulations that can occur at once
  • [Affects] VRAM & GPU performance

Shader Quality

  • [Desc] Adjusts the quality of some material shader effects, such as parallax occlusion mapping (to add 3D details to otherwise flat surfaces).
  • [Affects] Visual quality & GPU performance

Post Effects

  • [Desc] Controls the quality of some post effects such as Motion Blur, Bloom, Flares & Refraction
  • [Affects] GPU performance

Video Comms

  • [Desc] Controls the quality of lighting in video comms calls
  • [Affects] GPU performance

Visor and Lens Aspect Modifier

  • [Desc] Aspect ratio for the UI displayed on the visor/lens. Useful for ultra wide monitors or multi-monitor setups.
  • [Affects] Visual only

Field Of View

  • [Desc] Horizontal field of view.
  • [Affects] Can affect both CPU and GPU performance

Gamma

  • [Desc] Adjusts the midtone brightness curve without changing pure black or white levels. Increase if dark areas appear too dark, decrease if the image looks washed out.
  • [Affects] Visual only

Brightness

  • [Desc] Controls the overall brightness level of the image. Adjust so that dark scenes are visible but blacks remain true black.
  • [Affects] Visual only

Contrast

  • [Desc] Adjusts the difference between the darkest and brightest parts of the image. Higher values create more dramatic differences between light and dark areas.
  • [Affects] Visual only

Motion Blur

  • [Desc] Enables/disables motion blur. Camera rotation does just apply very little blur to mimic saccadic masking and improve clarity, meaning blur should mostly occur with camera translation or object movement. Shutter speed is equivalent to a 60 fps camera with the shutter open half the frame.
  • [Affects] GPU performance & image clarity when moving

Sharpening

  • [Desc] Applies post-process sharpening to enhance edge definition and perceived detail. Can help counteract softness from upscaling techniques but may introduce artifacts if set too high.
  • [Affects] Visuals only

Chromatic Aberration

  • [Desc] Simulates lens color fringing effect seen in real cameras. Adds a ‘filmic’ look but can be disabled for greater clarity.
  • [Affects] Visuals only

Film Grain

  • [Desc] Adds a subtle grain texture overlay to simulate analog film cameras. Purely aesthetic effect that can be disabled for greater clarity.
  • [Affects] Visuals only

Jump Point Magazine - December 2025

Articles on:

  • BEHIND THE SCENES : RSI Salvation
  • STAR CITIZEN : A Year In The 'Verse: 2955
  • BEHIND THE SCENES : Drake Clipper
  • PORTFOLIO : InterSec Defense Solutions

Sneak peek of the week:

**RSI Hermes **

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