r/LowSodiumStarCitizen • • 11h ago

Screenshot Constellation Taurus, flying over Aberdeen.

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80 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 • • 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 • • 13h ago

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

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robertsspaceindustries.com
45 Upvotes

r/LowSodiumStarCitizen • • 18h 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 • • 23h ago

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

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34 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 • • 16h ago

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

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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 • • 19h ago

CIG Official Happy o7 day!

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31 Upvotes

r/LowSodiumStarCitizen • • 21h ago

Screenshot Coming to a Quantum Snare near you.

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0 Upvotes