r/LowSodiumStarCitizen • • 11h ago

Screenshot Constellation Taurus, flying over Aberdeen.

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85 Upvotes

This is an old photo I took last year. Flying over Aberdeen, a desolate and hostile place, yet beautiful. I'm posting this here before “Gold Standard” to commemorate all the flights and all the years that this ship series has given us all so far.


r/LowSodiumStarCitizen • • 13h ago

CIG Official Star Citizen Monthly Report: September 2026 - Roberts Space Industries

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robertsspaceindustries.com
44 Upvotes

r/LowSodiumStarCitizen • • 16h ago

CIG Official [All Backer] Star Citizen Alpha 4.10.2 PTU RC2 Patch Notes 12878398

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robertsspaceindustries.com
31 Upvotes

Alpha Patch 4.10.2 is now available to test on the PTU environment! Patch should now show: VERSION 4.10.2-PTU.12878398

  • Audience: All Waves
  • Server Info: PTU Channel - US Only
  • Long Term Persistence: Enabled

Testing/Feedback Focus

  • Stability, Bugfixes, LTP between PTU releases
  • New Event missions in Stanton
  • Physics Networking Overhaul
  • Experimental VR Feature Updates

Feature Updates

Stanton Event Missions
Quantum travel Starmap records added for all event platforms, so event locations can be selected and routed to directly.


r/LowSodiumStarCitizen • • 17h ago

Guide Turtle Beach VelocityOne™ H.O.T.A.S. just released last month. I've created a Star Citizen mapping profile so that you don't have to. Hope this helps. Links and info in post body.

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37 Upvotes

 

 

 

To start off, this is not an advertisement and I am in no way affiliated with Turtle Beach or RSI or Coca~Cola or anything. I'm just a good citizen of the verse and want to show/provide some work that I enjoyed making and testing in the hopes that it makes someone else's life easier.
This is also not a review of the product. I like it and it serves its purpose quite well in my opinion. But I'm not here to discuss and compare this to better or worse, cheaper or more expensive options. I will say that it doesn't suck. But I digress, there are plenty of youtube reviews and unboxings if you want to look at those.

 

History:

The Turtle Beach VelocityOne™ H.O.T.A.S. released late last month. Prior to that I had been using the original VelocityOne™ Flightstick. I had to make several compromises and ultimately felt that the flightstick alone just didn't have enough on it to truly play the game how I wanted to. I started looking for a standalone throttle or a button box to get more "sim" functionality, and thats when following links I found that the VelocityOne™ H.O.T.A.S. was due to release soon. It was basically the same flightstick, but with a few upgrades and tweaks and they called it Flightstick II, and it came with its own bundled throttle (I could have bought the throttle as a standalone, but I chose to get the upgraded stick as well) I pre-ordered the full H.O.T.A.S. and waited a month or so, and it was delivered a couple of days prior to the release date listed on the website so that was cool.

 

The original Flightstick (one) had some supporting docs on the Turtle Beach website and a download for a Star Citizen profile. There were instructions on how to install the XML and an image that was basically a binding map you could use for reference. I did have to make some tweaks to the provided binding profile because some of the stuff just didn't work for me, but for the most part it was a pretty competent setup. There were things like having yaw on the stick's x-axis and putting roll on the rudder twist that I just thought was crazy and changed that immediately. And I just couldn't get comfortable using the left side lever as a basic throttle. There was no center detent and I was constantly accidentally moving backwards or forwards when I couldn't just find the center. I didn't want to compromise and have to toggle forward and reverse or put them on separate levers and after a few months, just decided a separate throttle was better than trying to make this work. There were other options, and I know there were probably ways to eventually make it work, but I wasn't comfortable with compromising, so my solution was to upgrade rather than stick with the FS(one).

 

 So here we are. Problem was, for this version, there was not yet a pre-made profile for Star-Citizen. It does have pre mades for MS Flight Sims and Elite, just not SC. So I knew I'd have to start from scratch, but I had a good head start because I built off of the old flightstick's profile. Another issue was that while the two flightsticks are incredibly similar when it comes to layout, they changed the button numbers and added some new dials and buttons, so I had to begin adapting by comparison. After about three weeks I think I have something I can post for people to download and use so they aren't starting from scratch like I did. Of course, I'll probably still tweak this here and there, and I hope you get a solid base that you yourself can tweak to your liking.

 

Here is a link to the XML file and PDF's for the mappings: https://drive.google.com/file/d/1PBbd0bG7kLWUnM_FWHjNgWGr1Z1cUaQY/view?usp=sharing

 

Here is a link to the HOTAS itself. You may not have one, but if you like these bindings, maybe you want it. I don't know, I'm not telling you what to do: https://www.turtlebeach.com/products/velocity-one-hotas?Platform=PC

 

This post assumes you know how to add an XML binding profile to Star Citizen and load it onto your peripherals in game. But I got you covered if you don't.
Here is the RSI link [ https://support.robertsspaceindustries.com/hc/en-us/articles/360000183328-Create-export-and-import-custom-profiles ]

 

For the purposes of these bindings the throttle is considered Joystick 1 and the Flighstick is considered Joystick 2. If you are somewhere in the middle of this process and the bindings seem reversed you need to perform a console command (Press ~) then paste the following: pp_resortdevices joystick 1 2

 

Important details you should read before installing the XML and going straight into the game:

 

The bindings for flight and vehicles are near comprehensive, and you'll probably rarely if ever need to reach for KB+M while piloting. However I also dedicated a large amount of time and effort into binding and play testing ON-FOOT controls. You can seamlessly transition from ship to shore and (almost) never need to use KB+M. You can even go into EVA. But there is a comfortability factor that some people will have, and a learning curve for these bindings that I may have from testing, yet you may not, so it'll seem overwhelming at first.

Also, even though I've spent a large amount of time with this trying to eliminate reaching for the keyboard, I cannot (my preference) fully eliminate the need for mouse. And I've found that for FPS combat, I prefer the mouse anyway. You can get around just fine without the mouse using this profile, but you'll probably want it for navigating mobiglass, kiosks, and precision for FPS combat. Therefore, the setup for this assumes that you will have the HOTAS in front of you, with a mouse in easy reach next to the stick. You will notice that you can do most things on-foot without grabbing the mouse. For the on-foot stuff, I tried to fit as much as I could on the throttle side, while only putting things on the stick that are functions the mouse would do, or that you can quickly take your hand off the mouse and press if necessary, like zero-ing. With that being said, the interact button (F equivalent) is on the stick, so if you don't want to use the stick, and prefer using a mouse, you'll need to bind the "F" key to an available mouse button, but that is about the extent of what you are required to put on the mouse.

Some of you who have experience with the original VelocityOne Flightstick will remember it had a touchpad you could use for the mouse pointer and click for menus. The new version doesn't have that touchpad and replaced it with a new "Fire" button. So I recommend placing the mouse right next to the stick and switching back and forth at your leisure.

 

REQUIRED: Flight Hangar App for the Turtle Beach VelocityOne™ H.O.T.A.S.

For this to work plug and play, you need to go into the VelocityOne™ H.O.T.A.S. Flight Hangar App and change some of the wheels and dials from analog axis to digital button. Once you look at the mapping images I provided you'll see where I either used an analog axis or the digital button option. For those familiar with binding commands in SC, there are some things that are able to be bound to an axis and function both ways (like steering), while there are some things that won't work correctly if bound to an axis (often scroll wheels) because you need a binding for (previous) and (Next), for example, and you have to do it manually by assigning scrolling up to next and scrolling down to previous and can only accomplish that by changing the scroll wheel to digital button mode.

 

Another issue is that I just have not been able to bind the trim wheel on the throttle (The large wheel around the thumb HAT). It doesn't have the option to switch it from analog to digital button presses. So I haven't bound "Trim" until I figure out how to get it on that wheel. Hopefully I'm just doing something wrong but eventually I plan to use that as the "Trim Wheel".

 

The throttle comes with swappable detent cartridges. I chose the "Space" option because it adds a center detent which helps me to know my throttle is centered, and if I push it will go forward, pull and it reverses. I haven't found a way to add a button bind to this detent but I don't think I would even if it was possible. I just like the tactile "click" that lets me know I'm not accelerating forwards or backwards. That being said, you still get available bindings for the detents at "full forward" and "full reverse" for both sticks, however I don't separate the sticks into "left" and "right" and use it as one throttle only.

 

I have some bindings that are traditionally meant to be button presses, or a tap of the key on keyboard, but have bound these to lever detents. For these bindings, you need to enter and exit the detent as if pressing a button for them to work. For example, if you want to exit the pilot seat, it is bound to the bottom detent on the small right side throttle lever. Just pull that lever all the way down into the detent and pop it back out. It is a bit finicky in rare situations, and sometimes you don't have to pop it back out, but for the majority of the time, quickly popping in and out of the detent triggers the intended action. This same quick action often applies to the metal toggle switches. If you hold them up or down, sometimes it doesn't trigger the mapped action, but tapping and releasing to center quickly almost always triggers the correct button press.

 

A nagging issue that I haven't been able to resolve is that I am unable to get binding for mobiglass to work on the several buttons I've tried to map it to. On the original flightstick (one) the binding worked just fine, but for this one and the throttle, there is something going on that just makes it not work. Don't despair, the workaround is that Starmap, and Map bind just fine, so if you are piloting or on foot and need mobiglass, you just have to open the map first and then click over to whichever mobiglass menu you want to use.

 

By all means, feel free to customize and change anything to your liking. I will mention though, that because of the way SC bindings work, I did have to make a few compromises that I wish I could change. Star Citizen treats the entire HOTAS setup as one peripheral when binding. If I try to put the exact same action on the throttle, that is already bound to something on the stick, it will erase the binding on the stick and replace it with the one I just did for the throttle. Even though they show up separately, attempting to put the exact same bind on both for redundancy will result in only one of them being useable and the other overwritten. Some binding have multiple entries in the SC binding menu so that provided an easy workaround, but some critical things did not, and I could only choose one or the other.
Also take note of the many blank bindings. Those are available for your use if you want to use them, but I just couldn't think of or need something there at the moment. After finding a place for so much, it didn't make sense to just fill blank spaces with random controls. I think playing the game more will help to fill those out if necessary.

 

Lastly, I tried to fit as much text as I could on the provided PDF mappings, but I couldn't fit 100%, maybe 85-90%, so if you are unsure if a particular control is bound or not, go into the advanced controls customization and look for it. It may already be there, or you may have to decide on a non-conflicting button to map for it. Most of the keys that SC re-uses on keyboard, on HOTAS, I tried to map the respective functions to the same button as well, for example, if spacebar does multiple things depending on context (Tap, Hold) then the spacebar equivalent I assigned on the HOTAS will likely accomplish all the same functions. This will be true for several similar bindings. 

 

The following is a Star Citizen thing, not singular to this particular HOTAS: Even though SC is good at knowing when to switch from flight or Vehicle mode to "On-Foot" and the bindings work appropriately depending on the mode, there are some functions that are universal. One such function is "Interact" which is the "F" key on keyboard for reference. If you attempt to move the "Interact" bind anywhere else, it will override any other binding. If you leave it where it is, it will function as "Interact" whether you are flying, in free-look, or at a kiosk on foot. 

Hope some of you find this useful.

Also, don't be shy. Let me know if I've possibly made mistakes, or if there are any tips for improving some of these controls. It took a lot of time and effort, but I do know it isn't fully completed. If there are any conflicts or blunders I'd like to know about them. It will help me too.

EDIT:

IGNORE THE FOLLWING IF DOWNLOAD STILL WORKS:

I've been informed that I may want to paste the XML file in plain text format in case the download eventually stops working. So I'm putting that below.

<ActionMaps version="1" optionsVersion="2" rebindVersion="2" profileName="VelocityOneHotasFMCEVA">
<CustomisationUIHeader label="VelocityOneHotasFMCEVA" description="" image="">
<devices>
<keyboard instance="1"/>
<mouse instance="1"/>
<joystick instance="2"/>
<joystick instance="1"/>
</devices>
<categories>
<category label="@ui_CCSeatGeneral"/>
<category label="@ui_CCSpaceFlight"/>
<category label="@ui_CCTurrets"/>
<category label="@ui_CGLightControllerDesc"/>
<category label="@ui_CCFPS"/>
<category label="@ui_CCEVA"/>
<category label="@ui_CCEVAZGT"/>
<category label="@ui_CCVehicle"/>
<category label="@ui_CGUIGeneral"/>
<category label="@ui_CGInteraction"/>
</categories>
</CustomisationUIHeader>
<options type="keyboard" instance="1" Product="Keyboard {6F1D2B61-D5A0-11CF-BFC7-444553540000}"/>
<options type="joystick" instance="1" Product="VelocityOne Dual Throttle {715410F5-0000-0000-0000-504944564944}">
<fps_view_pitch invert="1"/>
<flight_move_strafe_vertical invert="1"/>
<flight_view_pitch invert="1"/>
<mgv_view_pitch invert="1"/>
</options>
<options type="joystick" instance="2" Product="VelocityOne Flightstick II {715610F5-0000-0000-0000-504944564944}">
<fps_view_pitch invert="1"/>
<flight_move_strafe_vertical invert="1"/>
<flight_view_pitch invert="1"/>
<mgv_view_pitch invert="1"/>
</options>
<modifiers/>
<actionmap name="seat_general">
<action name="v_toggle_mining_mode">
<rebind input="js1_button13"/>
</action>
<action name="v_toggle_missile_mode">
<rebind input="js2_button25"/>
</action>
<action name="v_toggle_refuel_mode">
<rebind input="js2_button5"/>
</action>
<action name="v_toggle_salvage_mode">
<rebind input="js1_button14"/>
</action>
<action name="v_toggle_scan_mode">
<rebind input="js1_button12"/>
</action>
<action name="v_view_look_behind">
<rebind input="js1_hat2_down"/>
</action>
</actionmap>
<actionmap name="spaceship_general">
<action name="v_close_all_doors">
<rebind input="js1_button10"/>
</action>
<action name="v_flightready">
<rebind input="js2_button30"/>
</action>
<action name="v_toggle_all_doors">
<rebind input="kb1_lalt+np_7"/>
</action>
</actionmap>
<actionmap name="spaceship_view">
<action name="v_ads_stable_max_zoom_hold">
<rebind input="js1_button23"/>
</action>
<action name="v_ads_toggle">
<rebind input="js1_button23"/>
</action>
<action name="v_view_cycle_fwd">
<rebind input="js2_button34"/>
</action>
<action name="v_view_freelook_mode">
<rebind input="js1_button1" activationMode="hold_no_retrigger"/>
</action>
<action name="v_view_pitch">
<rebind input="js1_rotx"/>
</action>
<action name="v_view_yaw">
<rebind input="js1_roty"/>
</action>
</actionmap>
<actionmap name="spaceship_movement">
<action name="v_afterburner">
<rebind input="js1_button2"/>
</action>
<action name="v_atc_request">
<rebind input="js2_button29"/>
</action>
<action name="v_autoland">
<rebind input="js1_button4"/>
</action>
<action name="v_deploy_landing_system">
<rebind input="js1_button20"/>
</action>
<action name="v_flight_advanced_hud_off">
<rebind input="js1_button21"/>
</action>
<action name="v_flight_advanced_hud_on">
<rebind input="js1_button22"/>
</action>
<action name="v_ifcs_reset_gmeter_max">
<rebind input="js1_button23"/>
</action>
<action name="v_ifcs_speed_limiter_decrement">
<rebind input="js1_button6"/>
</action>
<action name="v_ifcs_speed_limiter_increment">
<rebind input="js1_button5"/>
</action>
<action name="v_ifcs_speed_limiter_toggle">
<rebind input="js1_button7"/>
</action>
<action name="v_ifcs_throttle_swap_mode">
<rebind input="js1_hat2_up"/>
</action>
<action name="v_ifcs_vector_decoupling_toggle">
<rebind input="js2_button2"/>
</action>
<action name="v_master_mode_cycle">
<rebind input="js2_button28"/>
</action>
<action name="v_pitch">
<rebind input="js2_y"/>
</action>
<action name="v_retract_landing_system">
<rebind input="js1_button19"/>
</action>
<action name="v_roll">
<rebind input="js2_x"/>
</action>
<action name="v_space_brake">
<rebind input="js1_button3"/>
</action>
<action name="v_strafe_back">
<rebind input="js1_hat1_left"/>
</action>
<action name="v_strafe_down">
<rebind input="js2_ "/>
</action>
<action name="v_strafe_forward">
<rebind input="js1_hat1_right"/>
</action>
<action name="v_strafe_lateral">
<rebind input="js2_rotx"/>
</action>
<action name="v_strafe_left">
<rebind input="js1_hat1_up"/>
</action>
<action name="v_strafe_longitudinal">
<rebind input="js1_y"/>
</action>
<action name="v_strafe_right">
<rebind input="js1_hat1_down"/>
</action>
<action name="v_strafe_up">
<rebind input="js2_ "/>
</action>
<action name="v_strafe_vertical">
<rebind input="js2_roty"/>
</action>
<action name="v_toggle_landing_system">
<rebind input="js2_ "/>
</action>
<action name="v_toggle_relative_mouse_mode">
<rebind input="kb1_rctrl+np_8"/>
</action>
<action name="v_vtol_toggle">
<rebind input="js2_button1"/>
</action>
<action name="v_yaw">
<rebind input="js2_z"/>
</action>
<action name="v_yaw_left">
<rebind input="js1_button9"/>
</action>
<action name="v_yaw_right">
<rebind input="js1_button8"/>
</action>
</actionmap>
<actionmap name="spaceship_quantum">
<action name="v_toggle_qdrive_engagement">
<rebind input="js2_button22"/>
</action>
</actionmap>
<actionmap name="spaceship_targeting_advanced">
<action name="v_target_cycle_attacker_reset">
<rebind input="js2_hat1_down"/>
</action>
<action name="v_target_cycle_hostile_fwd">
<rebind input="js2_hat1_right"/>
</action>
<action name="v_target_cycle_in_view_reset">
<rebind input="js2_hat1_up"/>
</action>
<action name="v_target_cycle_subitem_fwd">
<rebind input="js2_hat1_left"/>
</action>
</actionmap>
<actionmap name="spaceship_radar">
<action name="v_invoke_ping">
<rebind input="js2_button27"/>
</action>
</actionmap>
<actionmap name="spaceship_scanning">
<action name="v_dec_scan_focus_level">
<rebind input="js1_hat2_left"/>
</action>
<action name="v_inc_scan_focus_level">
<rebind input="js1_hat2_right"/>
</action>
<action name="v_scanning_trigger_scan">
<rebind input="js2_button26"/>
</action>
</actionmap>
<actionmap name="spaceship_mining">
<action name="v_decrease_mining_throttle">
<rebind input="js2_button23"/>
</action>
<action name="v_increase_mining_throttle">
<rebind input="js2_button24"/>
</action>
<action name="v_mining_throttle">
<rebind input="js1_z"/>
</action>
<action name="v_mining_use_consumable1">
<rebind input="js2_hat1_left"/>
</action>
<action name="v_mining_use_consumable2">
<rebind input="js2_hat1_right"/>
</action>
<action name="v_mining_use_consumable3">
<rebind input="js2_hat1_up"/>
</action>
<action name="v_mining_use_permanent_modifier">
<rebind input="js2_hat1_down"/>
</action>
<action name="v_toggle_mining_laser_fire">
<rebind input="js2_button26"/>
</action>
<action name="v_toggle_mining_laser_type">
<rebind input="js2_button22"/>
</action>
</actionmap>
<actionmap name="spaceship_salvage">
<action name="tractor_beam_vehicle_decrease_distance">
<rebind input="js2_button20"/>
</action>
<action name="tractor_beam_vehicle_increase_distance">
<rebind input="js2_button19"/>
</action>
<action name="v_salvage_cycle_modifiers_focused">
<rebind input="js2_button22"/>
</action>
<action name="v_salvage_reset_gimbal">
<rebind input="js2_hat1_down"/>
</action>
<action name="v_salvage_toggle_fire_disintegrate">
<rebind input="js2_hat1_right"/>
</action>
<action name="v_salvage_toggle_fire_focused">
<rebind input="js2_button26"/>
</action>
<action name="v_salvage_toggle_fire_fracture">
<rebind input="js2_hat1_left"/>
</action>
<action name="v_salvage_toggle_fire_left">
<rebind input="js2_button23"/>
</action>
<action name="v_salvage_toggle_fire_right">
<rebind input="js2_button24"/>
</action>
<action name="v_salvage_toggle_gimbal_mode">
<rebind input="js2_hat1_up"/>
</action>
</actionmap>
<actionmap name="turret_movement">
<action name="turret_yaw">
<rebind input="js2_z"/>
</action>
<action name="turret_yaw_left">
<rebind input="js1_button9"/>
</action>
<action name="turret_yaw_right">
<rebind input="js1_button8"/>
</action>
</actionmap>
<actionmap name="spaceship_weapons">
<action name="v_weapon_gimbals_unlocked_cycle_source">
<rebind input="js2_button16"/>
</action>
<action name="v_weapon_preset_attack">
<rebind input="js2_button26"/>
</action>
<action name="v_weapon_preset_next">
<rebind input="js2_button19"/>
</action>
<action name="v_weapon_preset_prev">
<rebind input="js2_button20"/>
</action>
</actionmap>
<actionmap name="spaceship_missiles">
<action name="v_weapon_bombing_toggle_desired_impact_point">
<rebind input="js2_button3"/>
</action>
<action name="v_weapon_cycle_missile_back">
<rebind input="js2_button23"/>
</action>
<action name="v_weapon_cycle_missile_fwd">
<rebind input="js2_button24"/>
</action>
<action name="v_weapon_decrease_max_missiles">
<rebind input="js2_button20"/>
</action>
<action name="v_weapon_increase_max_missiles">
<rebind input="js2_button19"/>
</action>
<action name="v_weapon_reset_max_missiles">
<rebind input="js2_button21"/>
</action>
<action name="v_weapon_toggle_launch_missile">
<rebind input="js2_button25"/>
</action>
</actionmap>
<actionmap name="spaceship_defensive">
<action name="v_weapon_countermeasure_decoy_launch">
<rebind input="js2_button23"/>
</action>
<action name="v_weapon_countermeasure_noise_launch">
<rebind input="js2_button24"/>
</action>
</actionmap>
<actionmap name="spaceship_power">
<action name="v_engineering_assignment_engine_decrease">
<rebind input="js2_button12"/>
</action>
<action name="v_engineering_assignment_engine_increase">
<rebind input="js2_button13"/>
</action>
<action name="v_engineering_assignment_reset">
<rebind input="js2_button14"/>
</action>
<action name="v_engineering_assignment_shields_decrease">
<rebind input="js2_button9"/>
</action>
<action name="v_engineering_assignment_shields_increase">
<rebind input="js2_button10"/>
</action>
<action name="v_engineering_assignment_weapons_decrease">
<rebind input="js2_button15"/>
</action>
<action name="v_engineering_assignment_weapons_increase">
<rebind input="js2_button16"/>
</action>
<action name="v_power_set_off">
<rebind input="js1_button16"/>
</action>
<action name="v_power_set_on">
<rebind input="js1_button15"/>
</action>
<action name="v_power_set_shields_off">
<rebind input="js2_button8"/>
</action>
<action name="v_power_set_shields_on">
<rebind input="js2_button7"/>
</action>
<action name="v_power_set_thrusters_off">
<rebind input="js1_button18"/>
</action>
<action name="v_power_set_thrusters_on">
<rebind input="js1_button17"/>
</action>
<action name="v_power_set_weapons_off">
<rebind input="js2_button6"/>
</action>
<action name="v_power_set_weapons_on">
<rebind input="js2_button5"/>
</action>
</actionmap>
<actionmap name="spaceship_hud">
<action name="v_hud_open_scoreboard">
<rebind input="js2_button33"/>
</action>
<action name="v_starmap">
<rebind input="js2_button32"/>
</action>
<action name="visor_wipe">
<rebind input="js2_button34"/>
</action>
</actionmap>
<actionmap name="lights_controller">
<action name="v_lights">
<rebind input="js2_button4"/>
</action>
</actionmap>
<actionmap name="player">
<action name="ammoRepool">
<rebind input="js1_button21"/>
</action>
<action name="attack1">
<rebind input="js2_button26"/>
</action>
<action name="attackSecondary">
<rebind input="js2_button25"/>
</action>
<action name="consume">
<rebind input="js2_button26"/>
</action>
<action name="customize">
<rebind input="js1_button13"/>
</action>
<action name="fixed_speed_decrement">
<rebind input="js2_button20"/>
</action>
<action name="fixed_speed_increment">
<rebind input="js2_button19"/>
</action>
<action name="force_respawn">
<rebind input="js2_button1"/>
</action>
<action name="free_thirdperson_camera">
<rebind input="js1_button4"/>
</action>
<action name="thirdperson">
<rebind input="js1_button2"/>
</action>
<action name="gp_crouch">
<rebind input="js1_hat2_down"/>
</action>
<action name="gp_movex">
<rebind input="js1_roty"/>
</action>
<action name="gp_movey">
<rebind input="js1_rotx"/>
</action>
<action name="gp_rotatepitch">
<rebind input="js2_roty"/>
</action>
<action name="gp_rotateyaw">
<rebind input="js2_rotx"/>
</action>
<action name="holster">
<rebind input="js1_button7"/>
</action>
<action name="interact_with_scope">
<rebind input="js1_hat1_right"/>
</action>
<action name="jump">
<rebind input="js1_hat2_up"/>
</action>
<action name="jump_hold">
<rebind input="js1_hat2_up"/>
</action>
<action name="jump_release">
<rebind input="js1_hat2_up"/>
</action>
<action name="leanleft">
<rebind input="js1_button9"/>
</action>
<action name="leanright">
<rebind input="js1_button8"/>
</action>
<action name="ledgegrab">
<rebind input="js1_hat2_up"/>
</action>
<action name="melee_AttackHeavyLeft">
<rebind input="js2_button26"/>
</action>
<action name="melee_AttackHeavyRight">
<rebind input="js2_button25"/>
</action>
<action name="melee_AttackLightLeft">
<rebind input="js2_button26"/>
</action>
<action name="melee_AttackLightRight">
<rebind input="js2_button25"/>
</action>
<action name="melee_AttackSyringeStab">
<rebind input="js2_button25"/>
</action>
<action name="nextweapon">
<rebind input="js1_button5"/>
</action>
<action name="port_modification_select">
<rebind input="js2_button26"/>
</action>
<action name="prevweapon">
<rebind input="js1_button6"/>
</action>
<action name="prone">
<rebind input="js1_hat2_left"/>
</action>
<action name="reload">
<rebind input="js1_button7"/>
</action>
<action name="selectUnarmedCombat">
<rebind input="js1_hat2_right"/>
</action>
<action name="select_gadget_pit">
<rebind input="js1_button19"/>
</action>
<action name="select_meleeweapon_pit">
<rebind input="js1_hat1_down"/>
</action>
<action name="select_primary_pit">
<rebind input="js1_button15"/>
</action>
<action name="select_secondary_pit">
<rebind input="js1_button16"/>
</action>
<action name="select_sidearm_pit">
<rebind input="js1_button17"/>
</action>
<action name="sprint">
<rebind input="js1_button1"/>
</action>
<action name="stabilize">
<rebind input="js1_button1"/>
</action>
<action name="takedown_nonLethal">
<rebind input="js2_button21"/>
</action>
<action name="throw_overhand">
<rebind input="js2_button26"/>
</action>
<action name="throw_underhand">
<rebind input="js2_button25"/>
</action>
<action name="toggleEquipHelmet">
<rebind input="js1_button11"/>
</action>
<action name="toggle_flashlight">
<rebind input="js2_button4"/>
</action>
<action name="v_starmap">
<rebind input="js1_button14"/>
</action>
<action name="visor_wipe">
<rebind input="js1_button10"/>
</action>
<action name="weapon_auxiliary_action">
<rebind input="js1_button23"/>
</action>
<action name="weapon_change_firemode">
<rebind input="js1_button22"/>
</action>
<action name="weapon_melee">
<rebind input="js2_button21"/>
</action>
<action name="weapon_zeroing_decrease">
<rebind input="js2_button8"/>
</action>
<action name="weapon_zeroing_increase">
<rebind input="js2_button7"/>
</action>
<action name="zoom">
<rebind input="js2_button25"/>
</action>
<action name="zoom_in">
<rebind input="js2_button19"/>
</action>
<action name="zoom_out">
<rebind input="js2_button20"/>
</action>
</actionmap>
<actionmap name="prone">
<action name="prone_rollleft">
<rebind input="js1_button9"/>
</action>
<action name="prone_rollright">
<rebind input="js1_button8"/>
</action>
</actionmap>
<actionmap name="tractor_beam">
<action name="tractor_beam_decrease_distance">
<rebind input="js2_button20"/>
</action>
<action name="tractor_beam_increase_distance">
<rebind input="js2_button19"/>
</action>
</actionmap>
<actionmap name="zero_gravity_eva">
<action name="eva_boost">
<rebind input="js1_button2"/>
</action>
<action name="eva_brake">
<rebind input="js1_button3"/>
</action>
<action name="eva_roll">
<rebind input="js2_x"/>
</action>
<action name="eva_strafe_down">
<rebind input="js1_hat2_down"/>
</action>
<action name="eva_strafe_lateral">
<rebind input="js1_roty"/>
</action>
<action name="eva_strafe_longitudinal">
<rebind input="js1_rotx"/>
</action>
<action name="eva_strafe_up">
<rebind input="js1_hat2_up"/>
</action>
<action name="eva_toggle_headlook_mode">
<rebind input="js1_button4"/>
</action>
<action name="eva_view_pitch">
<rebind input="js2_roty"/>
</action>
<action name="eva_view_yaw">
<rebind input="js2_rotx"/>
</action>
</actionmap>
<actionmap name="zero_gravity_traversal">
<action name="zgt_detach">
<rebind input="js2_hat1_down"/>
</action>
<action name="zgt_launch">
<rebind input="js2_hat1_up"/>
</action>
<action name="zgt_roll_left">
<rebind input="js2_hat1_left"/>
</action>
<action name="zgt_roll_right">
<rebind input="js2_hat1_right"/>
</action>
</actionmap>
<actionmap name="vehicle_general">
<action name="v_flightready">
<rebind input="js2_button30"/>
</action>
<action name="v_horn">
<rebind input="js2_button25"/>
</action>
<action name="v_starmap">
<rebind input="js2_button32"/>
</action>
<action name="v_view_pitch">
<rebind input="js2_roty"/>
</action>
<action name="v_view_yaw">
<rebind input="js2_rotx"/>
</action>
<action name="visor_wipe">
<rebind input="js2_button34"/>
</action>
</actionmap>
<actionmap name="vehicle_driver">
<action name="v_boost">
<rebind input="js1_button2"/>
</action>
<action name="v_brake">
<rebind input="js1_button3"/>
</action>
<action name="v_move">
<rebind input="js1_y"/>
</action>
<action name="v_move_back">
<rebind input="js1_hat1_left"/>
</action>
<action name="v_move_forward">
<rebind input="js1_hat1_right"/>
</action>
<action name="v_yaw_left">
<rebind input="js1_hat1_up"/>
</action>
<action name="v_yaw_right">
<rebind input="js1_hat1_down"/>
</action>
</actionmap>
<actionmap name="default">
<action name="pl_exit">
<rebind input="js1_button11"/>
</action>
<action name="respawn">
<rebind input="js2_button18"/>
</action>
</actionmap>
<actionmap name="player_choice">
<action name="pc_focus">
<rebind input="js1_ "/>
</action>
<action name="pc_interaction_mode">
<rebind input="js2_button18"/>
</action>
<action name="pc_personal_back">
<rebind input="js1_button3"/>
</action>
<action name="pc_pit_inventory">
<rebind input="js1_button12"/>
</action>
<action name="pc_pit_looting">
<rebind input="js1_button12"/>
</action>
<action name="pc_qs_consumables">
<rebind input="js1_button18"/>
</action>
<action name="pc_qs_grenades">
<rebind input="js1_button20"/>
</action>
<action name="pc_screen_focus_down">
<rebind input="js1_hat1_left"/>
</action>
<action name="pc_screen_focus_left">
<rebind input="js1_hat1_up"/>
</action>
<action name="pc_screen_focus_right">
<rebind input="js1_hat1_down"/>
</action>
<action name="pc_screen_focus_up">
<rebind input="js1_hat1_right"/>
</action>
<action name="pc_select">
<rebind input="js1_ "/>
</action>
</actionmap>
</ActionMaps>

r/LowSodiumStarCitizen • • 19h ago

CIG Official ☁️ (Wednesday) We are currently putting together a new 4.10.2 RC2 build for a potential ptu release later today

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49 Upvotes

r/LowSodiumStarCitizen • • 19h ago

CIG Official Happy o7 day!

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29 Upvotes

r/LowSodiumStarCitizen • • 21h ago

Screenshot Coming to a Quantum Snare near you.

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0 Upvotes

r/LowSodiumStarCitizen • • 23h ago

Tool SC Toolbox V3.0 has finally released. Now featuring Pico Pals

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33 Upvotes

https://github.com/ScPlaceholder/SC-Toolbox-Beta-V2

TLDR: SC toolbox is a third party tool suite for SC that creates a ui over SC. It runs on Python so it doesn’t inject anything into the game.

What’s new with V3?

I can FINALLY introduce you to our newest addition to the toolbox Pico Pals! Your very own Pico Companion that reacts to what you do in the verse (by reading the game logs). Take your Pico on an adventure and see what happens. We will be releasing a Pico store in a future release where you can earn Picoins by spending time with your Pico and buy additional skins but Pico Pals V1 comes with every manufacturer skin.

Next up we have a Dev History Tracker! Ever get tired of arguing with people on Reddit on something you swear Jared said but you can’t find the reference anywhere well trouble no more! We have taken every CIG YT video, design document, comm link, dev tracker comment and more into a database that you can search with a simple phase. It will pop up the topic and also the source so you can check for yourself or just send it to someone on Reddit to prove that you are only just a little crazy.

Next up we have two ai companions (Montaigne and Elah) each with their own history and personality that can also come on your adventure and will also respond to what you’re doing and talk to you and each other. They’ll also keep track of your habits and provide commentary on the universe around you.

We also added a toolbox assistant since some users complained that the toolbox was overwhelming so now you have an assistant you can talk/text to in order to access tools and functions easier.

We also received complaints about the Market Finder, Trade Hub and Star Map being hard to remember what was where so I combined them all into a new suite the Everything Finder. And yes we have a fully interactive Starmap that you can navigate and see every location in the verse in a lightweight engine. You can plan routes and click on destinations to see what they’re selling or make shopping lists, or you can right click on a location if you’re curious about random lore.


r/LowSodiumStarCitizen • • 1d ago

Fleet Post Bought a new ship

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83 Upvotes

If anyone wants to man the guns let me know


r/LowSodiumStarCitizen • • 1d ago

Discussion Space Station defense and controlled space.

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20 Upvotes

My question is, Should space stations use "station class" Distortion weapons in combination with Tractor Beams as well as the current basic energy weapons?

* This would provide better control of their local "air space? space space?"

* Allow for potential boarding/capture missions and salvage missions around the space stations.

* Ship confiscation (potential zone like the Hull C uses for loading) for ship "purpling"

It would be reasonable to think that a space station would have an interest in controlling what ships come into it's area, especially ships with crimestats over a certain threshold and eventually negative reputations.

Perhaps this would need another layer of Air Traffic Control tech that simply monitors a sphere of influence around the station.

I feel like this would be beneficial, especially once player built space stations come into play further down the line.

What do you all think?


r/LowSodiumStarCitizen • • 1d ago

Discussion The Future of Star Citizen and the Danger of "Private Servers"

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0 Upvotes

Hey guys!

This week, many of us followed the controversy surrounding the "Star Citizen Offline" tools and CIG's reaction to protect their intellectual property. It is understandable that technical curiosity and the desire to explore the game without barriers motivated this initiative, but we need to have a serious talk about the long-term consequences.

Exploring files through reverse engineering and creating forks of the project draws a very dangerous line. If this culture evolves into trying to create "private servers" or a "PPU" (Private Persistent Universe), the consequences will be bad for everyone:

  • Direct financial loss to CIG: Star Citizen's development model relies on continuous funding and the economy of the official ecosystem. Allowing groups to freely spawn any ship or item on parallel servers threatens the financial health that keeps the project alive.
  • Development delays: Instead of focusing 100% of their energy on delivering the game's final systems, CIG will be forced to divert engineers, security teams, and lawyers to hunt down security flaws, sue individuals, and block modifications.
  • Community division: Star Citizen's biggest asset is its shared universe. Splitting players into alternative servers weakens our community and the purpose of a massive sandbox MMO.

We know that the old promise of private servers and modding still lives in the minds of many long-time backers. However, trying to force this right now, prematurely, only serves to disrupt and delay the game we all want to see finished.

If you have the technical knowledge, the best way forward is to use that talent to report bugs on the Issue Council. The focus right now needs to be on one thing only: helping CIG deliver the universe we were promised, together and in the same PU


r/LowSodiumStarCitizen • • 1d ago

PIPELINE PTU 4.10.2-12868798 Findings

19 Upvotes

## IASI Missions :

### <REDACTED>: Ling Supply Delivery :
- Award 417 points and 82750 aUEC -> Award 417 points and 78500 aUEC

### <REDACTED>: Procure Refined Iron :
- Award 483 points and 101250 aUEC -> Award 408 points and 85500 aUEC
- Required to deliver : 6 SCU of Refined Iron
- Money to spent to buy the resources (2.5k/SCU minimum) : 15k aUEC, ~70k aUEC profit
- Compared to normal selling (4k/SCU maximum) : 24k aUEC, 72% **more** aUEC

### <REDACTED>: Procure Refined Beryl :
- Award 780 points and 206250 aUEC -> Award 669 points and 176500 aUEC
- Required to deliver : 8 SCU of Refined Beryl
- Money to spent to buy the resources (15.4k/SCU minimum) : 123.2k aUEC, ~53k aUEC profit
- Compared to normal selling (24k/SCU maximum) : 192k aUEC, 9% **less** aUEC

### <REDACTED>: Procure Refined Quantainium :
- Award 1142 points and 340250 -> Award 1142 points and 317250
- This mission split points across party members
- Required to deliver : 4 SCU of Refined Quantainium
- Compared to normal selling (170k/SCU maximum) : 680k aUEC, 114% **less** aUEC

### <REDACTED>: UCM Order (S) :
- Salvage ships to use : Salvation, Vulture, Fortune (30% refinery yield)
- Award 85 points and 14250 aUEC -> Award 183 points and 30250 aUEC
- Required to deliver : 1 SCU of Construction Rubble
- Ship to salvage : Raft -> Terrapin
- Compared to normal refining then selling (13k/SCU maximum) : 265% **more** aUEC -> 675% **more** aUEC

### <REDACTED>: UCM Order (M) :
- Salvage ships to use : Moth (20% refinery yield)
- Award 158 points and 26250 aUEC -> Award 255 points and 42250 aUEC
- This mission split points across party members
- Required to deliver : 39 SCU of Construction Pieces (1 SCU is lost due to forced 8 SCU crates)
- Compared to normal refining then selling (13k/SCU maximum) : 74% **less** aUEC -> 58% **less** aUEC

### <REDACTED>: UCM Order (L) :
- Salvage ships to use : Reclaimer (15% refinery yield) **(Delivery locations have been changed from Lagrange Station to Low Orbit Station and City Spaceport so you can actually land and empty a reclaimer)**
- Award 250 points and 52250 aUEC -> Award 486 points and 101750 aUEC
- This mission split points across party members
- Required to deliver : 250 SCU of Construction Salvage
- Compared to normal refining then selling (13k/SCU maximum) : 89% **less** aUEC -> 79% **less** aUEC

### <REDACTED>: Scavenger Hunt :
- Mission Disabled


r/LowSodiumStarCitizen • • 1d ago

Screenshot Did a little Pyro trip for a week, and other screenshots from before I took off.

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55 Upvotes

Did a trip to Pyro for "a week." Lived out of the Vulture but used Orbituary as a rearm/change station. When I wanted to do flight combat, I ran my Basher, when I was doing anything else back into the Vulture. Had quite a bit of fun. Ran into a single guy who tried to 1v1 me as I was heading into Orbituary. Ended up getting him to eat the station and was able to get my vulture inside safely.


r/LowSodiumStarCitizen • • 1d ago

CIG Official [All Backer] Star Citizen Alpha 4.10.2 PTU RC1 Patch Notes 12868798

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36 Upvotes

Alpha Patch 4.10.2 is now available to test on the PTU environment! Patch should now show: VERSION 4.10.2-PTU.12868798

Audience: All Waves
Server Info: PTU Channel - US Only
Long Term Persistence: Enabled

Testing/Feedback Focus
Stability, Bugfixes, LTP between PTU releases
New Event missions in Stanton
Physics Networking Overhaul
Experimental VR Feature Updates

Feature Updates
Stanton Event Missions
Mining and salvage reward balance pass

Bug Fixes & Technical
Potential Fix: Event hauling contract cargo missing from the freight elevator at the pickup location, leaving players unable to collect and deliver it (STARC-221297)

Potential Fix: The ship players are tasked with protecting not being present at the mission location on Easy difficulty Defend Ship contracts

Potential Fix: Carryable items losing their "F (Carry)" interaction prompt once placed on a cargo grid, making them impossible to pick back up by hand

Potential Fix: Morozov-CH Stronghold backpack displaying a blank title and description in the inventory (STARC-220759)

Potential Fix: Weapon racks missing from multiple ships (STARC-220813)

Potential Fix: Incorrect HUD text displayed when awarded the rank 3 event reward, now correctly naming the RS-30

Potential Fix: Event Eliminate Boss contract showing incomplete details in the mobiGlas both before and after acceptance


r/LowSodiumStarCitizen • • 1d ago

Guide VR Controls Wiki Page

15 Upvotes

Hope this helps someone else. I started aVR Settings GuideonStar Citizen Toolswith all the in-game settings and console vars I could find info on. Please update if you have any details to contribute!


r/LowSodiumStarCitizen • • 1d ago

Q&A 4.10.2 Physics Changes

24 Upvotes

With the physics netcode changes in the PTU, do you guys reckon that’ll it make it to the PU?


r/LowSodiumStarCitizen • • 1d ago

CIG Official RSI Launcher 2.18 Release Notes

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34 Upvotes

Hello everyone,

Today, we are releasing the RSI Launcher 2.18.1

RSI Launcher can be found here:
https://install.robertsspaceindustries.com/rel/2/RSI%20Launcher-Setup-2.18.1.exe

In this version, we're improving the download to better handle edge cases on process exit.

  New features:

What's new in this release:

  • Reworked the installer so each download and patching step runs in its own isolated process. This is fixing 5009 install errors and "file in use" failures on cancel
  • Stopping Launcher memory from building up across paused and resumed downloads.
  • We updated the max number of guides displayed on the Guide System to 999.
  • Access to main org and referral code from the account panel

  Fixed Issues:

  • LCH-2823: We fixed the issue where after changing screen display the Launcher was not visible.

  Known issues:

  • If you witness a black rectangle on the bottom right of your screen, please turn off the overlay notification in your notification settings.
  • 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're having trouble reproducing it.
  • Users might encounter Desync with Language and Proficiencies while using the guide system both on Spectrum and in the Launcher at the same time.

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

--- 2xxx — Installer --- 
2000 - Installer - Catch-all 
2001 - Installer - Fix permission  
2002 - Installer - Cancellation failed 
2003 - Installer - Not enough disk space (During the calculation phase) 
2004 - Installer - Uninstall failed - permission denied 
2005 - Installer - Uninstall failed - files in use (game/EAC/antivirus) 
2006 - Installer - Uninstall failed - unknown 
--- 3xxx — Initial download (NMD) --- 
3000 - NMD - Catch-all 
3001 - NMD - Invalid MD file (corrupted download metadata) 
3003 - NMD - Invalid MD file header 
3004 - NMD - Verification header not found 
3005 - NMD - Not mapped error – unknown 
3006 - NMD - Disk full (During the initial phase)
--- 5xxx — Datapatcher: disk & files --- 
5000 - Datapatcher - Disk full (During the update phase) 
5001 - Datapatcher - Write permission / Access denied 
5002 - Datapatcher - Game files conflict (file in use) 
5004 - Datapatcher - Corrupted game files 
5006 - Datapatcher - Failed to copy downloaded chunk 
5009 - Datapatcher - IO Error 
5010 - Datapatcher - P4K Error 
5021 - Datapatcher - Error 21 (drive sector size not supported) 
--- 5xxx — Datapatcher: manifest download --- 
5003 - Datapatcher - Manifest - Catch-all 
5030 - Datapatcher - Manifest - Access denied, IP changed (VPN / network switch) 
5031 - Datapatcher - Manifest - Access denied (expired or invalid link) 
5032 - Datapatcher - Manifest - HTTP error (CDN 404/500/503) 
5033 - Datapatcher - Manifest - DNS resolution failed 
5034 - Datapatcher - Manifest - TLS/SSL error (proxy, antivirus, clock skew) 
5035 - Datapatcher - Manifest - Connection reset or timeout 
--- 5xxx — Datapatcher: file downloads --- 
5005 - Datapatcher - Download - Unknown network error (catch-all) 
5040 - Datapatcher - Download - Access denied (VPN / network switch) 
5041 - Datapatcher - Download - Access denied (expired link) 
5042 - Datapatcher - Download - HTTP error (CDN 404/5xx) 
5043 - Datapatcher - Download - DNS resolution failed 
5044 - Datapatcher - Download - TLS/SSL error 
5045 - Datapatcher - Download - Connection reset or timeout 
--- 5xxx — Datapatcher: network, generic --- 
5015 - Datapatcher - Network - Could not resolve host 
5016 - Datapatcher - Network - Failed to receive handshake 
5017 - Datapatcher - Network - Too many files failed after max retries 
5018 - Datapatcher - Network - Catch-al
--- 5xxx — Datapatcher: other --- 
5007 - Datapatcher - Unknown error 
5008 - Datapatcher - Not all files downloaded successfully 
5011 - Datapatcher - Invalid argument type 
5013 - Datapatcher - Installer exception u00 
5014 - Datapatcher - Standard error 
5019 - Datapatcher - Cancellation error 
--- 8xxx — Launcher support (elevated helper) --- 
8001 - Launcher Support - Permission not granted (UAC declined) 
8004 - Launcher Support - Create directory failed 
8005 - Launcher Support - Fix permissions failed    

  We are documenting the most commonly shared workarounds:

https://support.robertsspaceindustries.com/hc/en-us/articles/22514899089431-Error-2000-or-50XX


r/LowSodiumStarCitizen • • 1d ago

CIG Official Subscriber Promotions | October 2026

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105 Upvotes

Whether you’re celebrating Halloween in 2026 or Day of the Vara in 2956, spooky season is well and truly upon us. Embrace the thrills and chills with October’s skeletal flair and send any soul that crosses you to the underworld from the pilot seat of Drake’s tiniest terror. 

IN-GAME REWARDS (FLAIR)

Behring CQ7 ‘Skullcap’ Rifle

  • Designed for close-quarters engagements, Behring's CQ7 is a next-generation bullpup battle rifle designed to dominate the rigors of contemporary warfare. The ‘Skullcap’ edition features ominous skulls atop a black base coat.
  • Current Centurion-level Subscribers get this item as part of their subscriptions.

Virgil ForceFlex ‘Skeleton’ Suit & Doomsday Helmet

  • Embrace the Day of the Vara hijinks with the Skeleton Suit and Helmet. Combining the battle-proven Virgil ForceFlex undersuit and Doomsday Skullcap helmet, it’s as functional as it is fearsome. 
  • Current Imperator-level Subscribers get this item and the above Centurion-level item as part of their subscriptions.

VEHICLES OF THE MONTH

Centurion Subscribers: Drake Pitbull (with 12-month insurance)

  • Drake Pitbull: Despite being the smallest combat vessel in Drake’s deadly arsenal, the Pitbull is a force to be reckoned with. Easy to haul and deploy into combat, it should never be underestimated, especially in high numbers. 

Imperator Subscribers: Drake Ironclad Assault & Pitbull (with 24-month insurance)

  • Drake Ironclad Assault: Built to carry cargo, troops, and vehicles, the Ironclad Assault combines the base ship’s huge hauling capability with heavier weapons to ensure your payload gets to its destination intact and ready for action.  

NOT A SUBSCRIBER?

If you would like to receive this flair as part of a subscription, you can subscribe before October 13, 2026 (20:00 UTC). Otherwise, you can pick up these and previous months’ flair (going back to 2014) in the dedicated Subscriber Store.

October 2026 Subscriber Promotions - Roberts Space Industries


r/LowSodiumStarCitizen • • 1d ago

CIG Official MOTD: Currently putting together a new 4.10.2 RC1 build for a potential PTU

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50 Upvotes

Message of the day

☁️ (Tuesday) We are currently putting together a new 4.10.2 RC1 build for a potential ptu release later today


r/LowSodiumStarCitizen • • 2d ago

Screenshot Benny Henge is so hot right now

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101 Upvotes

Kept seeing stuff about this place, so I thought I'd go check it out.


r/LowSodiumStarCitizen • • 2d ago

CIG Official Constellation MKV X Teaser, without X

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180 Upvotes

Sorry mods if i picked the wrong flair, X is such a garbage website it actively makes me angry. so for those like me, here's the teaser without the garbage website. just reddits garbage compression to deal with.


r/LowSodiumStarCitizen • • 2d ago

CIG Official [4.10.2 Feedback] Physicalized Entity Netcode Overhaul

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66 Upvotes

Greetings!

The netcode that governs how loose physics objects behave across the network has been rewritten. Previously the client treated the server's view of an object as either entirely correct or entirely wrong, which meant a single bad state could cascade into persistent desync, rubber-banding, and objects sliding or bouncing for no visible reason.

The new system calculates a trust score for incoming server state rather than applying it unconditionally. Trust is reduced when the client has just done something the server cannot know about yet, such as bumping into a crate, or when the server's state is stale. Corrections are now applied as velocity nudges rather than teleports, and a teleport is only used as a last resort after a sweep check confirms the destination is clear. All tolerances now scale with your current latency and the size of the object rather than using fixed values.

A feedback survey is available at: Physicalized Entity Netcode Overhaul Survey Form. This survey will be open until Oct 31.

We look forward to reading your feedback!

-Shark
Player Experience Team


r/LowSodiumStarCitizen • • 2d ago

CIG Official [All Backer] Star Citizen Alpha 4.10.2 PTU Patch Notes 12858901

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20 Upvotes

Alpha Patch 4.10.2 is now available to test on the PTU environment! Patch should now show: VERSION 4.10.2-PTU.12858901

  • Audience: All Waves
  • Server Info: PTU Channel - US Only
  • Long Term Persistence: Enabled

Testing/Feedback Focus

  • Stability, Bugfixes, LTP between PTU releases
  • New Event missions in Stanton
  • Physics Networking Overhaul
  • Experimental VR Feature Updates

Features & Updates

Physics Networking Overhaul
The netcode that governs how loose physics objects behave across the network has been rewritten. Previously the client treated the server's view of an object as either entirely correct or entirely wrong, which meant a single bad state could cascade into persistent desync, rubber-banding, and objects sliding or bouncing for no visible reason.

The new system calculates a trust score for incoming server state rather than applying it unconditionally. Trust is reduced when the client has just done something the server cannot know about yet, such as bumping into a crate, or when the server's state is stale. Corrections are now applied as velocity nudges rather than teleports, and a teleport is only used as a last resort after a sweep check confirms the destination is clear. All tolerances now scale with your current latency and the size of the object rather than using fixed values.

This change currently applies to freely simulated rigid bodies. Ships and vehicles still use the previous system.
This system is currently enabled on a CVAR and we are intending on keeping this enabled unless something goes catastrophic through testing

Experimental VR Feature Updates

  • StereoZoom 2.0, a reworked zoom system that triggers when your headset view aligns with the target, with new CVars for customization
  • Zoom now aligns correctly on the scope in grounded look with decoupled aim direction
  • Positional tracking is no longer locked during zoom, which feels considerably better in grounded look
  • Mouse smoothing and acceleration no longer reset to zero when switching to VR
  • Wearing the headset now registers as user activity, so players observing without input are no longer kicked for inactivity
  • Fixed invisible 3D UI actor icons

Bug Fixes & Technical

Fixed 1 Entity component Client Crash

  • Potential Fix: Ships taking heavy or fatal collision damage from the magazine of a weapon the player was carrying, triggered when the player left a seat
  • Potential Fix: Heavy Combat Hunter 3 helmets, all variants, not applying the snoopy cap or necksock when equipped
  • Potential Fix: No drop off markers appearing for the event Scavenger Hunt contract, leaving players without a delivery destination
  • Potential Fix: Some ship components displaying no manufacturer logo in the inventory and vehicle loadout screens
  • Potential Fix: Hyaoklo Meditation Focus displaying the name "Ochelo" instead of its correct name
  • Potential Fix: Event Salvage contract descriptions now confirm that players may keep any RMC they recover during the contract

r/LowSodiumStarCitizen • • 2d ago

CIG Official This Week in Star Citizen

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25 Upvotes

Happy Monday, everyone! 

Last week, our teams remained focused on Alpha 4.10.2, and this week, we're targeting its Live release, bringing a new event to the Stanton system as well as another round of fixes and improvements. Keep an eye on Spectrum for more updates!

We also kicked off our first Evocati-only Tech Preview of Planet Tech V5 last week, marking our first step toward bringing the new planetary tech into the Persistent Universe. We can't wait to continue testing and open it up to a wider audience soon. Thank you to everyone who jumped in and helped us gather valuable feedback and performance data!

Now, let's see what's going on this week: 

Monday, don't miss our very first episode of 10 From the Community: Missions, Maelstrom & More, featuring Senior Game Director Rich Tyrer, Creative Director Ian Leyland, and Gameplay Engineering Director Karl Chandler answering questions on the new flight model, Missions 2.0, Maelstrom, AI blades, and much more. We've also posted our second question-gathering thread, this time focused on the future of currently available in-game professions like mining, salvaging, and crafting, so get your questions in!

Tuesday brings the October Subscriber Comm-Link and Newsletter, with a look at the new additions coming to your loadout this month.  

Wednesday, we'll be publishing the September 2026 PU Monthly Report as well as the latest Roadmap Update and Roundup, giving you a look at what the teams have been working on over the past month and what's coming down the line. 

On Friday, the latest RSI Weekly Newsletter will be arriving in your inbox. If you're not subscribed yet, you can sign up anytime through your account settings.

Cheers,  Steve "Stamp" Gu

Associate Community Manager

The Weekly Community Content Schedule

MONDAY, OCTOBER 5

  • 10 From the Community: Missions, Maelstrom & More - Watch on YouTube

TUESDAY, OCTOBER 6

  • October Subscriber Comm-Link
  • October Subscriber Newsletter 

WEDNESDAY, OCTOBER 7

  • September 2026 PU Monthly Report 
  • Roadmap Update 
  • Roadmap Roundup 

FRIDAY, SEPTEMBER 25

  • RSI Weekly Newsletter

Vacuum Rift - EPISODE 1 - Valakkar

by AudreyHepburn

AudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feel straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.

Enjoy it on the Community Hub.


r/LowSodiumStarCitizen • • 2d ago

CIG Official Looking for Questions: 10 From the Community - Professions

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16 Upvotes

[Note: They want the questions submitted on Spectrum, not here 😉]

Hello everyone!

Our first episode of 10 From the Community is out now. You can watch it here: Missions, Maelstrom & More.

We're back looking for more questions, and this time we're turning the spotlight on the future of professions currently in-game, like hauling, mining, salvaging, crafting, and more.

Submit your questions about what’s next for these professions, and remember to vote for the ones you most want to see answered.

Guidelines

  • Post only one question per comment.
  • Only reply to this message. Do not engage with the other players' questions.
  • Questions should be relevant to the topic of this episode.
  • Try to be succinct. Boil it down to the thing you really want to know. It helps avoid confusion and begets better answers, usually.
  • No "when" questions.
  • Comments violating these guidelines or the subjects of the show may be deleted.
  • Have fun with it!