#sc-news

Spectrum - Pirate Week 2025 Be Upon Us!

Ahoy, scallywags!

The time be upon us once more to hoist the Jolly Roger - Pirate Week be here!

Avast, ye rogues, the stars be callin’,
Pirate Week be here, and no one be stallin’!
Deck yer ship in livery bold,
Show the 'verse a tale untold.

Design yer flag, fierce and true,
Win yerself a ship to crew!
From port to port, where legends form,
Test yer mettle with the Pirate Swarm!

But that ain’t all, me hearties!

Aye, there be a grand treasure hunt alongside the festivities! Bring out yer finest spyglasses and sharpen yer wits, fer the clues be clever, the challenges fierce, and X don’t always mark the spot. Scour every nook and cranny of the ‘verse to solve the riddles and ye might plunder yerself a hangar accoutrement worthy of a spacefarin’ seadog!

And mind this well, clues be hidin’ in any of our chatter; any channel, any transmission, any whisper in the wind… don’t let a single one slip by! Ever so often, ye might have to revisit recent missives to catch a hint anew or see somethin’ ye missed afore.

Keep a weather eye on this here post, mateys, fer ye never know when more guidin’ words might surface to steer ye true on yer hunt!

Speakin’ of the hunt, here be one more to toss into yer riddles pile:

"Here serpents writhe ‘neath Clio’s skies,

An’ metal beasts roar like thunder.

Seek and find with keen, clever eyes,

An orange blazon leads ye to yer plunder."

XXX-XXXXXX-XXXX-XXXXXX-

Pirate Flag Design Contest

This Pirate Week, we’re calling on all rogues, corsairs, and cutthroats of the ‘verse to design the ultimate pirate flag fitting the Star Citizen universe. Whether you sail alone or fly with a fearsome crew, show us the colors you’d raise when closing in on your prey: be it a bold banner that strikes fear, a tattered relic that whispers of countless victories, or a sleek emblem flaunting your unmatched wealth and cunning. The choice is yours… hoist your colors in a Real Life Craft, and/or a Digital Craft!

Rewards

DIGITAL CRAFT CATEGORY

  • :1st_place_medal: 1st Place: Drake Corsair in-game ship with LTI and Skullcrusher Livery (in-game lifetime insurance), and a Star Citizen Game Package.
  • :2nd_place_medal: 2nd Place: Aegis Avenger Warlock in-game ship with LTI and Skullcrusher Livery (in-game lifetime insurance), and a Star Citizen Game Package.
  • :3rd_place_medal: 3rd Place: RSI Ursa in-game vehicle with LTI and Skullcrusher Livery (in-game lifetime insurance), and a Star Citizen Game Package.

REAL LIFE CRAFT CATEGORY

  • :1st_place_medal: 1st Place: Anvil Asgard in-game ship with LTI (in-game lifetime insurance), Skullcrusher Livery, and a Star Citizen Game Package.
  • :2nd_place_medal: 2nd Place: Aegis Avenger Warlock in-game ship with LTI and Skullcrusher Livery (in-game lifetime insurance), and a Star Citizen Game Package.
  • :3rd_place_medal: 3rd Place: RSI Ursa in-game vehicle with LTI and Skullcrusher Livery (in-game lifetime insurance), and a Star Citizen Game Package.

[New bits of info about Squadron 42 from Ian Duncan, the voice actor and mocap actor for the player](

https://www.youtube.com/watch?v=YwbiuOVkMn8&t=2298s)

  • “I think (it releases) at the beginning of next year” ← pile of salt for this
  • Some sort of grand opening for the new Manchester studio this month
  • Re-confirmation for SQ42 Episodes 2 and 3
  • Appears they are still recording some lines/pickups

Roadmap Roundup - September 10th, 2025

Release View

  • 4.3.1
    • Committed:
      • Medical Gameplay Improvements
      • RSI Apollo Triage/Medivac
      • Behring Laser Cannon Art Refactors
      • Onyx Facilities (4.3.1)
      • NPC Dropships
      • Heavy Utility Armor (+ new visual)
      • VOLT LMG
      • Behring Laser Cannon Art Refactors
    • Postponed to a future release:
      • Mission Pickup on Location

Confirmed from SCL: There will be no Squadron 42 at CitizenCon Direct

:books: SCL Interview: Tech Talk w/ Benoit Beauséjour RECAP

https://www.twitch.tv/videos/2563778957

:STARCITIZEN: 2025: The Year of Playability

→ Looking back one year shows how far the game has come:
→ Then: still running on single-server DGS, no second star system, and low server performance.
→ Now: with 4.0 and Static Server Meshing, server FPS averages above 20, performance is much better, and tests have gone up to 800 players.
→ Per-territory stats allow teams to balance load and performance better.
→ Several new development processes were created to avoid regression bugs and improve quality:
→ Hero Squad: focuses on critical issues (like Freight Elevators).
→ Embedded Greenlight QA: specialized QA embedded with feature teams to catch issues early.
→ Hygiene Initiative: cleans up code to produce clearer errors and reduce bugs before submission.
→ And more
→ These new methods have significantly reduced bugs from fixes and improved workflow stability.

:test_tube: Tech Preview Environment

→ Used to test major new features in isolation, without risking the Live environment.
→ Currently testing:
→ AI improvements
→ Vulkan renderer and general graphics upgrades
→ Mission tooling for Missions 2.0
→ Group lighting systems, texture improvements, and more.
→ When current tests are complete and shipped to Live, the next goal is to bring Engineering gameplay to Tech Preview before the end of the year.

:desktop_computer: Server Meshing & Infrastructure

→ Static Server Meshing is live and collecting tons of data on:
→ number of ships, AI, and resources per DGS
→ performance metrics and resource footprints
→ These metrics will inform the development of Dynamic Server Meshing, which will:
→ automatically split or merge servers based on demand
→ no longer tie servers to static streaming groups
→ allow on-the-fly scaling of server trees
→ Some instancing tech already exists in-game (personal hangars, elevators), which distribute load across servers. This will be expanded as part of Dynamic Server Meshing.

:wolf: Wolf Bug in 4.3.0

→ Caused by a last-minute gravity bug:
→ Server thought players were still EVA-attached to the ship when exiting,
→ Client thought they had exited and could walk around — causing world streaming to break.
→ Root cause was zero gravity inside the ship, which stopped the transition loop when exiting.

:hammer_and_wrench: Miscellaneous

→ Maintenance isn’t run daily because it’s not just a reboot — it’s only used when pushing server configuration changes.
→ Hotfixes often create fresh shards and can take time to propagate.
→ Instancing is already used in places like elevators and personal hangars and will be expanded as part of future server scaling.
→ CitizenCon Direct is a shorter CitizenCon than usual, about 2 hours. We won’t talk about Squadron 42. It only means that the focus of CitizenCon Direct is on Star Citizen. When the time is right, you will hear plenty about Squadron 42.

:gear: System Improvements & Fixes

→ Freight Elevators:
→ Reworked after issues where small items (like MedPens) would break them.
→ Fixed streaming-order bugs where elevator and terminal would load separately and break.
→ Added self-healing logic to reconnect terminals, doors, and elevators if they desync.
→ Heavily tested and improved during the Resource Drive event thanks to player participation.
→ Transit System (trams, elevators):
→ Currently being refactored by a hero squad.
→ Now includes self-healing to fix missing carriages or stuck doors.
→ Internal builds show strong progress (e.g. New Babbage trams).
→ Future version called Transport System will be far more resilient for players.
→ Density Manager, Cleanup System & Physical Intersection Checks
→ Controls what should stay or be cleaned from the game world per region/DGS.
→ Items considered unimportant (like stacks of water bottles) will eventually be removed unless interacted with (which resets their lifetime).
→ Can also clean abandoned vehicles and ships at outposts.
→ Cleanup aggressiveness can be tuned per region.
→ Could tie into future salvage beacon gameplay, but this requires better player incentives and supporting systems like crafting.
→ Spawn Manager
→ Oversees mission-related spawning.
→ Previously caused overspawning when systems didn’t check if required AI/props already existed.
→ Improvements underway so the server checks: “Do I already have five NPCs for this mission? If yes, don’t spawn more.”
→ ATC (Air Traffic Control):
→ Early in planning, currently gathering data.
→ Plan to split responsibilities between ATC (landing/queueing) and a Hangar Manager (handles you once inside hangar) for smoother flow.
→ Beacons:
→ Tech exists to make them cross-server and cross-system, but dev time and resources are needed to implement.

:package: Persistence & Item Loss (LTP System)

→ Items from the web store are tied to Entitlements records, while in-game purchases are tied to Long Term Persistence (LTP).
→ Each time you log in, entitlements are granted, and LTP records are loaded for your in-game items / inventory.
→ Problems arise because each item (especially ships) can be in many complex states, which aren’t always saved properly.
→ Proper stowing is crucial:
→ If your ship is stowed in your home inventory, it will be saved in your LTP records and survive updates.
→ If it’s left unstowed on a pad or stored in an inventory you don’t own, it might not be saved.
→ A full LTP revamp is in development to make your entitlements and inventory persist fully between patches (except for things like ammo, MedPens, refinery work, rentals, … by design).

Credit for recap: Nicou-CIG

@General News New video from CIG is out:

<:scamMan:847502148464148531>

Update from Jared regarding his comment on SQ42 (“I don’t know if we are gonna make it (to a release in 2026), but we’re gonna do everything possible”)

To anyone confused - Apollo coming to PTU tomorrow 9/12

CIG added the medical modules to Apollo Series ships in My Hangar on site. My first ship, an Aurora LX CCU’d to Apollo Medivac many years back, will be back out tomorrow night. (Last post from me, commitment to info as soon as we get it).

Sneak peek of the week:

Pirate Week Hint

Quote: *In the Port o’ Patches, rugged ‘n wide,
Where weary souls seek aid inside.
Cross the threshold, ye won’t go wrong,
A hall of soothers waits ye along.

Now take heed, ye scallywags, a whisperin’ sly,
Keep a weathered eye for what stands awry;
Two marks be rogue 'midst others true,
Trace their shapes ’n they show yer cue..*

Benoit (Bault) indicates it’s likely Vulkan will be integrated by the end of the year.

image
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This week in Star Citizen:

  • **Wednesday: **
    • <:Youtube:884999004734259251> Behind the Ships - RSI Apollo

SC Comms-Dive #3 - Sept. 16

-# SC Comms-Dive is a round-up of questions taken from Spectrum where the Community Team digs deep for information and provides direct updates from the development teams. You can also check out the previously published SCCD #1 and SCCD #2 on Spectrum.

Will the VoIP system support environmental audio effects and vertical separation to improve realism?

The VoIP system will integrate with the audio propagation system, ensuring that environmental factors are accurately reflected to improve realism. This includes if the person is on the other side of a door, etc.

What are the plans for the operational costs of vehicles?

Operational costs are meant to drive meaningful logistics gameplay. Mining, crafting, trading, and transporting goods all tie into the economy through refueling, repairing, and rearming. Prices will continue to evolve as we bring more systems online and update older ones, with the goal of making logistics a key part of the experience. Larger multi-crew and capital ships are intended to be flown by groups, and their upkeep will reflect that. Repair costs will scale with ship size and type, while fuel consumption will match the reality of moving something as massive as a capital ship. We’re focused on ensuring fuel burn behaves correctly, especially once the Resource Network is fully integrated, before adjusting costs further.

On the subject of torpedoes: the largest variants are designed for endgame scenarios, such as taking down an Idris. They are intended to be costly and rare, reflecting their destructive power. Until the content arrives that makes their role essential, they will remain priced high to preserve that balance.

Why does the Polaris often open fire upon allied ships, players in my party?

This is a known issue and confirmed bug.

Can bunker missions be adjusted to stop automatically revealing all objective markers, allowing players to search manually?

Markers, such as ASD locations, only appear as players approach the objective. In the future, when FPS scanning is implemented, many markers for items and combatants will be removed entirely.

What is the current status of ship modules and modular ship development?

Work on the Caterpillar and the Ironclad will introduce a new form of modularity through the command module. This development extends the underlying functionality needed to support modular content, laying the groundwork for modular systems across multiple ships in the future.

What improvements are planned for the inventory UI to improve ergonomics and clarity?

Refactor is underway and the updated interface will include improved item filters that allow users to quickly sort and locate specific gear, a stack all button, a search filter, and streamline moving objects between containers to feel more intuitive.

Are there plans for personalized hangars that expand to include separate rooms for trophies and living spaces?

The intention is to introduce modular options that unlock new functionalities within the hangar. For example, spaces could be outfitted with dedicated interchangeable sub-modules, such as additional freight elevators, empty rooms for you to decorate as you please, and even medical facilities.

Are there any improvements to come to ships’ lights?

Cockpit lighting is an ongoing balance between being bright enough to read instruments and not so bright that it affects visibility in dark environments, which we are working towards striking a good balance. In the meantime, we’ve started adding player-controlled lighting options in some ships, such as the Golem and Wolf, which allow toggling between default and alternative light states.

What is the current status and plan for implementing ships’ armor systems?

Ships’ armor systems will be introduced in stages. Initially, a temporary system will launch with Engineering Gameplay, providing protection to ship components; as armor health reaches zero, those components will become more vulnerable. Later, this will be replaced by the Maelstrom system, which will use the ship’s hull materials as armor to protect both the ship and its components.

Are improvements planned for ASOP terminal filters, allowing sorting by ship, pledge status, role, or size?

Yes, improvements to ASOP terminal filters are planned, such as the ability to search for a ship.

What steps are being taken to improve in-game chat moderation, filtering, and customization options?

We are working to bring in-game chat moderation and customization closer to the standards seen in other MMOs. This includes features like functional “mute” and “report” options accessible directly from a player’s name in-game.

Hurston Dynamics triumphs in the Race for Stanton!

It’s official, Hurston Dynamics has emerged victorious in the Race for Stanton, securing their dominance in the Regen Crisis.

Rewards:

  • In Alpha 4.3.1, players who have reached Tier 5 with the winning faction in their quest to assist the mega-corporation will receive an exclusive Strata “Hurston” Black Armor with the HD’s logo.
  • In a future update 4.3.2, Hurston Dynamics will also take over ownership of the Pyro Gateway space station in the Stanton system, with decorations and ownership visually represented on and in the jump point station. Additionally, all players will also receive a permanent 5% discount on all products, ships, items sold in Lorville’s landing zone, low-orbit space station Everus Harbor, and also its newly acquired jump point station.

@General News New video from CIG is out:

<:scamMan:847502148464148531>