#sc-news

old ToW video feat Hathor station

TOW.mov

Hathor Mining Station

[Inside Star Citizen: Strategic Reserves](

https://www.youtube.com/watch?v=0otLAAb7rc4)

sc-testing-chat | Nicou-CIG: Spectrum user - “does anyone know if inventory like exec card wipe with 4.0.2 release?”

â–ș CZ cards will be lost when transitioning from 4.0.1 to 4.0.2, but we’ve ensured these items will persist moving forward. This means that cards obtained in 4.0.2 will remain in persistence as future updates are released. For the ship parts, looted weapons, salvaged/looted ships: Same thing than the CZ Cards, they will be lost too when we move to 4.0.2. But all these items in 4.0.2 have been flagged to persist going forward.

Supply or Die event:

The more missions you complete, the more you’re rewarded.

  • Tier 3: “Outcast” Paint Pack for the Drake Vulture, MISC Prospector, and MISC Fortune
  • Tier 2: Ravager-212 “Outcast” Twin Shotgun
  • Tier 1: A decorative diorama to enhance your hangar environment.

Jump Point Magazine - Ferbuary 2025

Articles on:

  • Misc Fortune
  • Anvil Hornet
  • Stanton System Attacks
  • Supply or Die

Sneak peek of the week:

Quote: The pipes, the pipes are calling.

Live Services Disruption

The Team is currently working to mitigate elevated error rates with the Identity Service.
This is resulting in players being able to establish new connections to the game.

[2025-03-02 Updates]

  • 2035 UTC - Initial Notice, team is investigating.
  • 2325 UTC - Percussive maintenance applied, environment is recovering, team will continue to monitor.

Live Service Maintenance

The Live Service will be in a maintenance window starting on 2025-03-03 at 1400 UTC to apply necessary infrastructure updates.
This maintenance window is not expected to exceed 4 hours.

[2025-03-03 Updates]

  • 0200UTC - Initial Notice in Live Services Disruption Update.
  • 1350 UTC - Maintenance Posted

Centurion Sub Gear March 2025

Imperator Sub Gear March 2025 - Hazardous Cargo Chair

Subscribers Store - Party Hard Pack

Alpha 4.1: First Look at Item Recover

Today, we want to provide a more detailed breakdown of some of the iterative releases that will start to bring these plans to life.
The initial T0 rollout will be fairly basic compared to the full system, but it marks a crucial first step. As we shared at CitizenCon, the complete Item Recovery system will be far more robust and nuanced, making gear management a core gameplay element. You’ll be able to secure the items that matter most while still allowing room for piracy and emergent gameplay.

First Step: T0 Implementation

With the initial rollout of Item Recovery in Alpha 4.1 (internally referred to as T0), you will respawn with the exact gear you had equipped at the time of death. Emphasis on the term “equipped”, as this is different than what you may have had in your inventory. This includes equipped weapons, armor, magazines, and medpens, ensuring that your core loadout is retained. However, items stored in your inventory, such as your backpack or other containers, will remain on your corpse, making them available for looting or retrieval.

Looking Ahead: T1 & T2

While T0 lays the groundwork and provides some assurance that your equipped items are not lost, we are already actively developing T1 and T2 implementations. These future updates will add more depth to the system, including a viable path for piracy

T1: Loadout & Ship Registration

T1 will introduce the ability to register your gear and ships at kiosks or ASOP terminals.

Important Notes:

  • Personal Loadout: Players can register their equipped items which can be reclaimed for a fee at specific kiosks or freight elevators.
  • Ships & Interiors: Ships, along with their loadouts, decorations, and locker contents, can also be registered. They can then be reclaimed in the state they were previously registered at ASOP terminals for a price.
  • Looting & “Bricked” Items: Once an item is looted, it remains usable until the original owner reclaims it or marks it as stolen. At that point, a Dead Man Switch is activated, meaning it will cease to function after a period of time.
  • While a looted and/or stolen “bricked” item is no longer usable, you can still sell the item for credits.
  • Pledge items are auto-registered and will never lose their registration status. They can always be claimed back, even if they were not manually registered.
  • With T1, you will no longer respawn with your preserved gear already equipped. You will need to visit a location, such as your freight elevator, to reclaim your registered items. We are developing a quality-of-life feature to allow you to re-equip your previous full loadout with one “auto equip” button at this location.

T2: Restoring “Bricked” Items & Crafting Integration

T2 will introduce a way to restore previously “bricked” items for a price.

Spectrum user: “What happened to no more T0 implementations?”

Zyloh:

Item Recovery has become one of the most frequently requested features, and we want to start rolling out improvements here sooner rather than later. Instead of creating a temporary system that would eventually need replacing, we’ve structured the intended full design into tiers, allowing us to introduce aspects earlier rather than waiting for the entire crafting and insurance system to be completed. Each tier (T0-T2) is a step that ladders up to the full robust system that the team is building.

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.

PU Monthly Report February 2025

AI (Content):

  • AI Content continued updating the broken air traffic controller behavior throughout the main landing zones, with fixes entering the 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.

AI (Features):

  • 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.

AI (Tech):

  • 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.
  • 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.

Art (Characters):

  • The Character team kicked off a new creature, continued to work through StarWear, and progressed with two new stealth armors.
  • The Concept art team explored ideas for in-game rewards and new armors.

Core Gameplay:

  • Last month, the Core Gameplay team implemented minor misfires for rapid-fire FPS weapons.
  • 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.
  • 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. <a:ChrisExcites:713956939188535316>
  • 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. <a:ChrisExcites:713956939188535316>
  • 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.’
  • The Core Gameplay team made numerous tech debt, performance, and quality-of-life updates.
  • 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.
  • 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.

Mission Design:

  • Mission Design focused on updating some old missions that weren’t included in the recent refactor.

R&D:

  • 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.

Tech Design:

  • Tech Design worked closely with Mission Design on upcoming content releases that players will hear more about in the future.

UI:

  • The team looked 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.

@GeneralNews

RSI Salvager Concepts from SCL

smaller then Vulture