Star Citizen Alpha 4.3.1 RC1 PTU 10271210 Patch Notes
Audience: All Backers
Bug Fixes
- Potential Fix: PU - Actor / Interactions - Inserting MedGel cannister into Medical Kiosk Receptacle removes player ability to interact (STARC-178933)
- Potential Fix: PU - Stanton - Mission Feature / UI - Quantum Beacons not present for Service Beacon Medical Assistance missions
- Potential Fix: PU - ASD Delving - Phase 2_All - Mission Content / Mission Marker - Mission marker remains after completing an objective
- Potential Fix: PU - Collector - missions - Wikelo Turn is have a 15minute cooldown between turn ins
- Potential Fix: Pancea MedGel Canister - PU - Actor - Interactables - The MedGel Canister loses Interactions when Dropped/Placed after Opening or Closing the Personal Inventory with it Carried (STARC-179427)
- Potential Fix: RSI Apollo - ( All Variants ) - PU - MedGel / Vehicles / Actor / Interactions - The RSI Apollo series medical beds will not accept medical canister even when empty (STARC-179659)
- Potential Fix: RSI Apollo - All Variants - PU - Vehicles / UI - String name is present on the ‘Retract’ and ‘Deploy’ elevator rails button
- Potential Fix: RSI Apollo Series - ( ALL VARIANTS ) - PU - Vehicles / Art - Headlights function but have no visible source art or fixture
- Potential Fix: RSI Apollo - ( All Variants ) - PU - Narrative / Vehicles / UI - VMA - The ship’s module itemports display as locIds in VMA
- Potential Fix: RSI Apollo - All Variants - PU - Vehicles - Quantum Travel / Vehicle HUD - Co-pilot can change Master Modes, Copilot also blocks Pilot access to Master Modes and QT spooling
- Potential Fix: RSI Apollo - All Variants - GFX / Vehicles / Performance - Multiple Apollo ships in one area causes performance issues (STARC-179595)
- Potential Fix: RSI Apollo ALL Variants - AC - Vehicles - Both variants of the RSI Apollo are missing from AC vehicle selection
- Potential Fix: Multivehicle - PU - Vehicles - Components / Art / GFX - Multiple vehicles Radar Component appears with a broken material applied
- Potential Fix: PU - ASD Delving - Phase 3 - Cooling Pipes - Mission Content / Desync - Salvageable Pipes are not displaying as broken for certain players with the mission
Technical
- Fixed 2 Client Crashes
- Fixed 1 Server Crash
- Fixed a Client Deadlock
(Tuesday) We are currently preparing a small 4.3.1 RC2 build for a potential PTU release later today
Star Citizen Alpha 4.3.1 RC2 PTU 10275505 Patch Notes
Audience: All Backers
Quick update today to resolve a few issues for our RC2 update
Bug Fixes
- Potential Fix: PU - Medbed - Respawn Screen / Vehicles / Medical Screens - Tier 1 medical bed maximum distance respawn is incorrect (Should also help with other beds and STARC-179887)
- PU - Medbed - Medical Screens / Vehicles / Exploit - No MedGel is consumed upon respawning at a medical bed that is already occupied (Prevent players from spawning into occupied beds)
- Potential Fix: PU - Actor - Player character does not receive fall damage
- Potential Fix: PU - Stanton - ASD Delving - Phase3 - Regeneration Analysis - Mission Content - Multiple manic scientists can spawn at the same time
(Wednesday) We are not expecting any further 4.3.1 PTU builds as we warm up the environment for a LIVE release later this week.

(Mánadagr) Current goals today
- We are opening the TECH-PREVIEW later today to all backers for further Vulkan update testing. This will run overnight.
- We are currently working on further 4.3.1 Client/DGS hotfixes for stability, Proximity assist multiplier miscalculation (10m/s), freight disappearing when storing a ship, and more.
(Mánadagr) Current goals today
- We ran into a blocking issue with the TECH-PREVIEW tonight and we’ll try again as soon as we can!
(Mánadagr)
- HOTFIX channel is currently open overnight for 4.3.1 LIVE client side hotfix testing.
(Tysdagr) We are currently working on further DGS hotfixes to help with mission cargo inventories, RMC prices, and players not able to see the “hold M to rescue” text while incapacitated
(Thor’s Day) Current Goals
- We are currently branching 4.3.2 with the potential of an Evocati publish as early as tomorrow or by Monday next week.
- We are currently working on and testing DGS side hotfixes for the LIVE environment for various fixes.
ETF-testing-chat | Wakapedia-CIG: The testers chosen were fully from very specific analytics for the kind of feedback and testing for this one
(Tysdagr) We are currently putting together a new 4.3.2 build for a potential Evocati Publish later today
(Waka’s Day) We are currently putting together a new 4.3.2 build for a potential Evocati Publish later today
(Thor’s Day) We are currently putting together a new 4.3.2 build for a potential Evocati Publish later today.
- We are also currently testing multiple client LIVE hotfixes for Arena Commander
10330904 is now on the HOTFIX channel for client side testing and includes multiple Arena Commander fixes for rewards and player markers. <:scamMan:847502148464148531>
NDA EVO PTU Star Citizen Alpha 4.3.2 10380323 PTU Patch Notes
Audience: Evocati Only (Standard Evocati NDA)
Mesh Configuration: 7:3:600
Features & Gameplay
- Gameplay
-
Structural Salvage Overhaul
Structural salvage has undergone major changes to prep for future systems. This will affect all salvage mechanics for all ships and will increase complexity, adjust salvaging times and materials collected, and add refining as part of the flow for materials. -
Ship Identity & Role Definitions
Each salvage ship now has a distinct identity and specialized role:- Reclaimer: “Quantity over quality” - Fastest structural salvage processing, designed for large-scale operations
- Vulture: “The Lone Wolf” - Balanced middle-ground ship, serves as reference point for all other ships
-
► Technical Changes
- Field Generation System
- Increased Range: Fields have been increased by up to 60 meters from where they were before
- Ship-Specific Fields: Each ship now generates differently sized fields matching their visual design
- Repositioned Sweet Spots: Alignment sweet spots moved from dead center to ship-appropriate positions
- Fracture Time Rebalancing
- 5x Speed Differential: Massive performance gap between fastest and slowest ships
- Speed Rankings (fastest to slowest): Reclaimer (fastest), Vulture (reference baseline)
- Conversion Rate System
- SCU per Cubic Meter optimization varies by ship
- Current Live Rankings: Reclaimer (best available)
- Field Generation System
-
► Field Alignment Sweet Spot Overhaul
- Massive Multiplier Buffs
- Reclaimer: 7x speed multiplier when properly aligned
- Additional: Yield multipliers also improved for aligned positioning
- Visibility & Mechanics
- Sweet spots display +/- percentages on debris pieces
- Easier with tractor beam ships, but possible through flight positioning
- Massive Multiplier Buffs
-
► New Three-Tier Material System
- Raw Material Types
- Powder: Highest density, Lowest yield after refining, Fastest refinery processing time
- Scraps: Medium density, Medium yield and processing time
- Chunks: Lowest density, Highest yield after refining, Longest refinery processing time
- Refinery Integration
- All refinery decks can process these materials
- Same end product: All materials refine into construction material
- Workflow: Raw materials → Station inventory via freight elevator → Refinery processing
- Time Design: Small ships get quick turnaround, large ships have extended processing but higher profits
- Raw Material Types
-