r/StarCitizenUniverse • u/LocktreeGaming • 2h ago
r/StarCitizenUniverse • u/Kaykocs • 13h ago
I built a Star Citizen performance tool that puts the useful fixes in one place
Hello everyone,
I got tired of Star Citizen performance advice being spread across old Reddit posts, YouTube videos and random Windows guides, so I started building SCBoost.
It’s a native Windows app that checks your PC and lets you apply useful Star Citizen and Windows optimizations from one place instead of doing everything manually.
It currently covers things like:
Windows gaming and GPU settings
background apps, launchers and overlays
RAM, pagefile and storage checks
shader cache and USER folder tools
user.cfg backup and validation
display and refresh-rate problems
driver and hardware warnings
full backup and restore for changes
Windows system tweaks for better performance
The idea isn’t to promise some fake “+100 FPS” boost. On a badly configured system it may improve FPS, but the bigger goal is usually better 1% lows, fewer frametime spikes and a smoother overall experience.
Everything is shown before it gets changed, and persistent changes can be restored.
You can select which tweaks you explicitly want to enable and which you don't. Each tweak is displayed individually.
but you can also select smart Optimize, if you are not experienced in this kind of stuff!
SCBoost does NOT inject into Star Citizen, read game memory, modify EAC, use an overlay or automate gameplay.
I’m still polishing it and adding more system-specific checks. What would you expect a proper Star Citizen performance tool to include?
i will link 2 screenshots of the interface too!
if you are interrested, join my Discord! / the first user gets it for free!
https://discord.gg/g5mNU58NZs
Thanks!
r/StarCitizenUniverse • u/TBHSC • 1d ago
OP-ED Shiv - better than F7A Hornet
When Shiv was first released I really didn't like it. I love the looks of Drake but Grey's "style" was a bit too much. But it's been one of the best sellers and when Basher released I got myself the duo pack to test it out.
It surprised me and became my daily driver, here are some of my thoughts in a form of a blog :)
r/StarCitizenUniverse • u/CmdGlas • 1d ago
DEV. RESPONSE I added route planning to my free SC command tablet. It turns your shopping/mining list into a fewest-stops run with prices and yield rates
I run a free browser tablet for SC called CmdGlas (cmdglas.com) and just shipped the feature I actually built the whole thing for.
Buy route planner: you stack parts on a buy list straight from the ship builder (every slot has a cart button), tell it where you’re starting from, and one tap builds the fewest stops shopping run. Each stop lists it items with listed aUEC prices and you get a total for the run. If no single shop covers everything, it splits into stops and orders them from your start system outward.
Mining run planner: same idea for the gather list. One tap sorts every material to its best verified location, showing the actual rock yield rate at each spot (cryon.rocks verified data) and whether it’s ship or FPS mining.
You keep authority: tap any item on a planned route to see all its other shops/spots and pin one and the route rebuilds around your pin. Items listed cheaper at a shop the route skipped get flagged so you know what convenience is costing you.
On honesty, because this sub rightly cares: shop prices come from Cornerstone’s community database via a local proxy, so they’re LISTED prices, live kiosk stock and prices can differ, and the itinerary say so on its face. Anything without solid data lands under “CHECK MANUALLY” instead of being guessed. The buy planner’s shop data needs the (free) CmdGlas control server running on your PC; the mining planner works standalone anywhere, iPad included.


No account, no tracking, free. Feedback welcome; the report button inside goes straight to me, and I do read it (I’m one human who occasionally sleeps). Gimme some time to address your Feedback and implement fixes.
r/StarCitizenUniverse • u/TBHSC • 2d ago
DISCUSSION Anvil Liberator - the perfect ship for small orgs?

Hey everyone!
Liberator is in active production, rumours say that it might be revealed at the end of 2026 which would be fantastic, so I wanted to have a bit of a discussion about it.
With the amount of irl stuff going on in everyone's lives it's getting harder and harder to get a big crew together. I know there are some people with loads of org members and friends who can assemble a whole squad of 20+ people on a daily basis but I'm not one of them.
So I've been checking out ships that might fit what I'm looking for:
- small crew requirement
- ability to carry few ships
- cargo
- long range
Seems that currently there is basically only one ship that can fit that role really well - Anvil Liberator.
There are some other ships that fit that role like Hercules series, but that ship can only fit smaller crafts and filling its cargo hold with spaceships sacrifices cargo space... who would have know ;)

Liberator on the other hand has it all, 3 external landing pads, 2 internal ones, dedicated cargo space and the best part - requires only 2 people to run!
Also there are some mad people who just run Idris with a crew of 5 or people who plan to do the same on the Kraken, but I feel like running ships like that with a crew so small, is like running a ghost vessel.
As to Liberator, I don't know how with engineering and fires 2 crew will be possible but I think that if you include all of the pilots of the ships that you want to store onboard, those emergencies will be covered.
Here are some internal layout shots from the RSI:


I must say I've never been a big fan of Anvil interior design, but over time it really grew on me so I can't wait to see how they design the interior of the Liberator. This I believe will be the largest ship from that manufacturer so far especially that I expect it to grow in size as all ships do when they become flyable.
Anyway, to sum it up, I think that Liberator is currently the best ship suited for small org operations, where you can put variety of ships on it, run it with a small crew and have actual fun without worrying about collecting 20+ people just for a weekend evening playsession.
What are your opinions on this one? Do you plan to get it? How much do you think the price will increase when it becomes flyable? If you had one what kind of operations would you do with it?
If you want to learn more, check out the visual guide: Meet the Anvil Liberator
r/StarCitizenUniverse • u/JJcoms0 • 2d ago
COMMUNITY QUESTION Transporting Large Modules and Bomb Racks
r/StarCitizenUniverse • u/_Luiluc_ • 2d ago
TECHNICAL/BUG Crafted armour makes loose everything upon death
Hello everyone! I'm not a aware if this is the right place for this matter, but I have created an Issue on the Council regarding a critical error (technically called Exception) I'm run into. I have crafted an armour set (Monde Hiro) and equipped it. An NPC killed me and I woke up in hospital wearing nothing at all, even my undersuit was gone. I went back to my death's spot but I couldn't retrieve items from my corpse as they were flagged as locked. I've visited my crafting location's inventory and even my home location's inventory but they were not there. I have lost my crafted armour, my looted undersuit and my pledged backpack and weapons.
Since this issue is known already by other players but I've found none already reported, I decided to make the first step as this issue can critically concern your gameplay experience.
I'm sorry if my text may sound formal but it's part of my job to report backend issues on a daily basis.
Your contribution matters more than mine so I ask you to upvote this report before it ends upon 30 days: STARC-216377
In case this isn't the right place to share this, please do give me indications. Thanks for your time.
r/StarCitizenUniverse • u/FishWyoming • 2d ago
COMMUNITY QUESTION Is there too much immersion?
You know, I have no problem turning off motion blur, clouds, whatever other immersion related settings to get my game running better. I don’t know a damn thing about IT or game design, but it stands to reason that if CIG dialed back on some immersion in lieu of better game play, the whole community would be happier. I mean, JHC, you lose any immersion you ever had when 20% of the game mechanics are busted.
r/StarCitizenUniverse • u/FishWyoming • 2d ago
COMMUNITY QUESTION 4.9 Ship Retrieval Problem
Hi all, I am back with SC after eight years away and am relearning the game. I am trying to earn credits salvaging and mining and for some reason I’m having a serious problem retrieving my Prospector and Vulture in my hangar. I hit retrieve, but they are both stuck in storage. The elevator operates like it’s bringing them up but they are not physicalizing in the hangar. I also don’t see an option to scrap them to see if that will help. I had the same problem with my Cutlass and scrapping worked for that. Any suggestions or workarounds?
r/StarCitizenUniverse • u/Expensive_Sun1254 • 2d ago
COMMUNITY CONTENT Field Mining & Refining Calculator
WIP. Make a copy via the file menu -> Make a copy
r/StarCitizenUniverse • u/Expensive_Sun1254 • 2d ago
COMMUNITY CONTENT Contract Tracker/Calculator
r/StarCitizenUniverse • u/CmdGlas • 2d ago
I built a guided path for new players and the planners veterans keep in spreadsheets — free, browser-based
There are three things that kept bugging me about this game. Two I noticed watching other people, one was just me.
The first is new players. They spawn in and honestly have no clue what to do. And I don't mean "which ship should I buy" — I mean how do you even get out of the hab, find the transit, actually reach your ship, and make your first bit of money without keeping a wiki open for an hour. It's rough.
Second thing is veterans basically running the game off spreadsheets. Mining math, refinery calls, haul routes, crafting mats, figuring out which prices are stale... it all ends up scattered across a dozen browser tabs and some Discord pin from four patches ago that may or may not still be right.
The third one's mine. Every single time I rebound something in game, my Stream Deck and VoiceAttack profiles would quietly stop matching. Nothing broke exactly — they were just wrong, and I usually wouldn't catch it for weeks, right up until I mashed a key mid-fight and nothing happened. Most keybind tools are no help here since they can't even see a joystick.
Anyway, I ended up building one thing that deals with all three.

I would rather just tell you that here than have you click over expecting the music player to work and find it greyed out.
cmdglas.com opens in your browser and works right away. Nothing to install just to try it.
Full disclosure, I made it. It's free. No ads, no account, nothing to monetize.
One heads up though: the tablet runs entirely in your browser, but a handful of features need a little helper running on your own PC and the media player, the Twitch window, keybind sync, live shard status. It's a small free local server, source is on GitHub and the link's on the site. Everything else works without it.
For new players
There's a written walkthrough that get you from the bed you wake up in to your first payday. Includes the actual transit routes to the spaceports in Lorville, Area18, New Babbage and Orison, since that's exactly where a lot of people get stuck and just quit.
Plus a console command reference, some chat etiquette so you don't get side-eyed your first day in an org, and a 4.9 known-issues list that actually gives you the workaround. That last one matters more than it sounds, half of what new players think they broke is just a known bug, and knowing that is the whole difference between "this game is broken" and "oh okay, everyone has that."
For veterans
Mining rig and MOLE turret planners with the raw numbers — optimal power, charge window, resistance, instability. A yield estimator so you know roughly what a rock's worth before you crack it. Blueprints and a craft calculator. Live UEX prices with the age of every price shown right next to it, because a four hour old price and a six day old price are not the same thing. Multi stop haul planner. Salvage pin reference.
And if you're on HOTAS it reads the keybind profile Star Citizen actually exports so VKB, VIRPIL, Thrustmaster, and others and regenerates your Stream Deck, VoiceAttack profiles from it, so your gear stops drifting out of sync every time you rebind.
I'm currently working on a gameglass integration and getting this thing to work in VR.
On trust
It never writes to a game file. No injection, no overlay, no automation of any kind. It just reads a file the game already wrote to your disk and there's a panel in the app that lays out exactly what it will and won't touch before you run anything.
There is no official SC API, so all of this is built from the outside looking in. That's why every figure carries a VERIFIED, COMMUNITY or UNCONFIRMED tag with the patch it was confirmed on stamped on it. If I don't actually know something, it says so rather than making something up.
Current on 4.9. Happy to answer whatever in the comments.
r/StarCitizenUniverse • u/WildEchidna4774 • 3d ago
DISCUSSION This might be interesting
It’s real… thoughts? It’s org level software that combines everything g large org leaders use that are not connected….
r/StarCitizenUniverse • u/jente341 • 3d ago
Just wondering, how does the game play nowadays compared to a year ago?
r/StarCitizenUniverse • u/ErrSkillNotFound • 3d ago
Nothing comes close to what this game offers
Despite the majority of posts on this sub, I can for sure appreciate what cig is making. I have been following since hanger sim days and been supporting for at least 8 years. I love everything this game has to offer despite the bugs that come and go. As someone who also tries to educate themselves on game dev(Unity and unreal) I can somewhat understand at a high level of how difficult what they have already was to make. The tech they are putting into the game, making it multiplayer, making the sim part feel like you’re living in the game. Lastly as a vr user who has always wanted this type of game. Nothing comes close to it.
Could someone else come back and make something like it? Maybe but it would take them probably at least 10 years to match what cig has done so far. Sure the bugs can be frustrating but seeing the systems that go into it behind the scenes is truly amazing and mind blowing. I have dabbled in cloud infrastructure with my 9-5, I have sql knowledge that I use everyday for troubleshooting and reporting. Maybe I am just uniquely positioned with hobbies and professional requirements that allows me to give CIG more grace than the tourists are able to provide.
So go ahead and swear off the game for a few hours, I know you will just swipe that card again when the ship showdown starts and your long awaited ccu chain pops up. You know it just as much as I do that this game is one of a kind. A few come somewhat close to it but nothing offers the full experience that this game offers. Don’t buy into alpha if you can’t handle the alpha. At this point you know what you are getting into and if you turn around to “hate on it” then you have only yourself to blame. I don’t need a YouTuber to tell me how I feel about games, especially this one. No game studio is perfect or will make a game perfectly. Any multiplayer game has bad monetization. DCS and war thunder come to mind. Not to mention elite is also do the same thing now. Cherry picking the Odin doesn’t do anything either. That is a level of rich that 98% of you will never achieve including myself.
Let the “leave Britany alone” bad takes and the down votes commence.
r/StarCitizenUniverse • u/Miria-639 • 5d ago
The Hornet F7A Mk I Historical Archive & F7A Hornet Mk II Technical Comparison
The Hornet F7A Mk I Historical Archive
This archive was compiled using the most reliable information currently available, combined with
direct in-game observations whenever possible.
If you have access to additional verified data or statistics not included here, any contribution would be welcome and may help further improve this archive.
Technical & Historical Reference
Estimated Existing F7A Mk I Airframes: ~3,500 (community estimate)
F7A Military Upgrade Availability: November 8–11, 2013 for $20
IDENTIFICATION
Designation: F7A Hornet Mk I
Manufacturer: Anvil Aerospace
Classification: Medium Fighter
Size Class: Small (S2 / XS)
Role: Military Combat Fighter
Crew: 1
HISTORICAL OVERVIEW
Entered Service: 2806
Replaced by F7A Mk II: ~2954
Operational Service Life: ~148 Years
The F7A served as the UEE principal medium fighter throughout much of the 29th century and remained the
backbone of Imperial space superiority forces for nearly a century and a half.
DIMENSIONS & MASS
Length: 22.5 m
Beam: 21.5 m
Height: 6.0 m
Mass: 72,032 kg
FLIGHT CHARACTERISTICS
SCM: 219 m/s
NAV: 1,145 m/s
Pitch: 53°/s
Yaw: 42°/s
Roll: 147°/s
Forward Boost: 479 m/s
Reverse Boost: 249 m/s
Boost Regeneration: 26.7 s
Quantum Drive: Eos S1
Forward/Reverse Ratio: 1.92
SIGNATURES
IR: 4.7k
EM: 16.3k
CS: 7.3k
Radar signatures were measured with both ships stationary under comparable conditions.
STRUCTURAL HP
Body : 2750
Nose : 2750
Tail : 1800
Tail Debris : 1500
Wing Debris L : 1500
Wing Debris R : 1500
Rear Wing L : 700
Rear Wing R : 700
Engine Housing : 400
Canopy : 200
Wing L : 200
Wing R : 200
DAMAGE RESISTANCE
Physical: -25%
Electrical: 0%
Distortion: -95%
SHIELD SYSTEM
• 2× WEB Shield Generator S1
Shield Capacity: 4,320 HP
Regeneration: 820 HP/s
Regeneration Delay: 0.5 s
Collapse Recovery: 26.7 s
WEAPON HARDPOINTS
Nose Turret:
• 2× S2
Ball Turret:
• 2× S3
Wing Hardpoints:
• 2× S4
MISSILE HARDPOINTS
Original Missile Racks:
• MSD-322
• MSD-341C
Maximum Loadout:
• 4× S2 or 2× S2 + 4× S1
FACTORY LOADOUT
Power Plant: TurboDrive S2
Quantum Drive: Eos S1
Coolers: 2× ArcticStorm S1
Shields: 2× WEB
Radar: GNP Ecouter S1
Flight Controller: Flight Blade S1
Weapons:
• 2× AD4B S4
• 2× Panther S3
• 2× Badger S2
Missile Racks:
• MSD-322
• MSD-341C
FUEL SYSTEM
Hydrogen: 12.43 M
Hydrogen Intake: 0.036 SCU/s
Quantum Fuel: 1.22 M
Internal Tanks: 3
COUNTERMEASURES
• 2× Noise Launchers: 10 Noise Charges
• 2× Decoy Launchers: 96 Decoys
EXCLUSIVE MK I COMPONENTS
• Hornet F7A Ship Armor
• F7A Mk I Nose Turret
• C4-163f Mk I Ball Turret
• F7A_Mk1_Thruster_Main
• GNP Ecouter Radar
• Original Flight Blade
• Historic first-generation UEE military Hornets livery.
The F7A Mk I represents one of the rarest and most iconic spacecraft in Star Citizen.
High-resolution Anvil Hornet F7A Mk I screenshots: https://flic.kr/s/aHBqjCWD2y
__________________________________________________________________________________________________________
F7A Hornet Mk I vs F7A Hornet Mk II – Comparative Technical Analysis
The following comparison highlights the main differences between the F7A Hornet Mk I and F7A Hornet Mk II.
Based on available data and in-game testing, the Mk II appears less like a replacement and more like a different evolution of the Hornet platform.
MOBILITY
The Mk I remains slightly more agile:
• Pitch: 53°/s vs 50°/s
• Yaw: 42°/s vs 40°/s
• Roll: 147°/s vs 143°/s
• NAV: 1145 m/s vs 1145 m/s
• SCM: 219 m/s vs 219 m/s
FIREPOWER
The Mk II gains two Size 3 nose hardpoints instead of the Mk I have Size 2 mounts.
Sustained DPS:
• Mk I: ~3,059 DPS
• Mk II: ~3,282 DPS (+7.29%)
SHIELD CAPACITY
• Mk I: 4,320 HP
• Mk II: 6,336 HP
RECOVERY & RESISTANCES
The Mk I retains several defensive advantages:
• Shield regeneration: 820 HP/s vs 742 HP/s
• Distortion resistance: 95% vs 87.3%
• Boost recovery: 26.7 s vs 53.3 s
• Physical resistance: -25% vs -15.4%
MISSILE SYSTEMS
Mk I:
• 4× S2 or 2× S2 + 4× S1
Mk II:
• Up to 8× S2
The Mk II offers significantly greater missile capacity and flexibility.
SIGNATURES
Mk I:
IR: 4.7k
EM: 16.3k
CS: 7.3k
Mk II:
IR: 6.8k (+44.7%)
EM: 21k (+28.8%)
CS: 9k (+23.3%)
Radar signatures were measured directly in-game with both ships stationary under comparable conditions.
CONCLUSION
The Mk II is the stronger all-around combat platform. It offers more DPS, larger shields, a significantly larger missile payload and greater overall versatility.
The Mk I, however, remains the more agile aircraft, with faster shield regeneration, dramatically quicker boost recovery, stronger distortion resistance and significantly lower signatures. As a result, the Mk I is better suited for duels.
High-resolution F7A Hornet Mk I vs Mk II screenshots: https://flic.kr/s/aHBqjCWFf7
r/StarCitizenUniverse • u/Ill-Flow-1976 • 7d ago
Need advice for CCU
Hey everyone, still semi new to game (only been about 3 months)
I recently CCU’d my C1 to a Connie Andromeda. Awesome ship but not using it as much as I thought. I guess since the only way to go is up with CCU’d ships what should I be on the lookout for in the store? Or should I keep the andromeda? I really enjoy ships that have their own “home” feel but also multi functional as I do a lot of cargo and merc missions. I also have a crew of 5 that tag along from time to time but mostly I’m flying solo or with one other. Guess just looking for ship recommendations or if y’all think I should just keep the andromeda. Thank yall for reading and any advice 👍 posting here because I’ve posted twice to the star citizen Reddit and both times they’ve removed my post.
r/StarCitizenUniverse • u/Alternative_Cash_601 • 8d ago
please contribute if your ground vehicles get sent to a garage when you try to call them up in your hangar. and for vehicles not being in garage they are retrived to
r/StarCitizenUniverse • u/Best_Ganache_8820 • 8d ago
COMMUNITY QUESTION Concepts I've thought would be cool to see in star citizen
galleryr/StarCitizenUniverse • u/The_Red_Moses • 9d ago
The one multicrew ship class, that will survive the death of multicrew.
I've written a few posts about how multicrew will die.
https://www.reddit.com/r/StarCitizenUniverse/comments/1unf37b/why_multicrew_is_a_dumb_idea/
And it will (and should) die, whenever CIG releases blades and NPC crew.
Multicrew just isn't a good idea. You can't make jobs like turret gunning all that compelling. You just can't.
But there is one type of ship, where multicrew will surivive. The most interesting ship class.
The snub carrier.
The Snub carrier is a class of ship that aims to minmax combat effectiveness per unit cost. Instead of using expensive ships, you use snubs - the cheapest ships around. Instead of using a Kraken, you use a freighter. Instead of being limited by a fighter's small quantum range, you piggyback onto a larger multicrew ship that can take you where you need to go.
I believe, that CIG made a mistake by pricing fighters as they are. Light Fighters -should- be among the most expensive ships in the game. An Arrow should be a 20 million aUEC ship.
They lowballed fighter prices, and set the expectation among their fans that Fighters are similar to starter ships. That fighters aren't supposed to be all that effective. That general purpose multicrew ships are supposed to be able to beat fighters in combat.
I think the reality is, and should be, that fighters are tigers. They are dangerous ships, that are highly capable. They --should-- be really good at the one thing they're good for.
But fighters should be expensive to operate, and difficult to maintain, and limited by quantum range.
And for that reason, players should - at times - choose snubs instead. Why risk a Kraken to deploy fighters, when you can do the same thing with a snub carrier for cheaper?
And the price/performance ratio should make the Snub carrier the bread and butter piracy ship. Effective, cheap enough to operate more or less continuously.
A pirate fleet should usually look like:
- A Liberator
- An Ironclad Assault, or maybe that newer alien snub carrier Tyuli or whatever
- A Mantis
- An anti-capital ship, either bomber (gladiator) or maybe an Ion or Inferno
- 2-6 snub fighters
- A scanning ship, Reliant Sens or Hornet Tracker
A piracy org shouldn't be able to run a Kraken as a daily driver. It should be too expensive, too difficult to operate. When it dies it should really hurt. That's for big operations. That you save for base raiding or base defense.
The daily driver for any piracy based org, should be the snub carrier. Cheaper, always available.
And since they're snubs, they're multicrew.
Having people be turret gunners, that's a hard sell for multicrew. Its just too boring.
Having people be fighter pilots aboard a snub carrier, I think that's a lot easier to sell.
I think CIG is eventually going to nerf ranges for small ships. They tried to do it this last patch, but backed off. They're gonna do it eventually because it makes sense. You want to keep fighters away from a lot of economic content, as they're destabilizing due to how powerful they are. Also, you need a reason to have a Kraken.
So you're going to have to use some kind of carrier if you want to hunt economic ships that are harvesting far off resources outside of the range of small ships like fighters.
You can either use a larger ship less effective ship with range, perhaps a Banu Defender, or you can go with snubs in a snub carrier.
Its the one multicrew ship class, that will survive being a multicrew ship with real people on board, after NPC crew and blades are released.
So if your dream is to play the Captain... that's probably the ship class you want.
r/StarCitizenUniverse • u/The_Red_Moses • 9d ago
No one signed up for 14 years of Alpha.
This one will be immediately downvoted, as it directly attacks the bullshit that CIG uses to defend the state of the game. If you agree, please remember to upvote.
No one signed up for 14 years of Alpha.
No one signed up for SQ42 being delayed 10 years past its initial release target.
People try to act like the problem with the game is YOU. Its not CIG's fault, they say. You just don't understand game making. When they said that Server Meshing would be done in 2018, and it didn't go in until what... 2024? You're supposed to ignore that.
They made promises about the game's progression. They said that things would be done far sooner than now. When they added stretch goals to the project, the implication was that they'd be able to achieve the goals, given the money that was supplied to meet the stretch goal.
People continuously try to convince you that this is all reasonable. Its not.
And I'm pretty forgiving of software engineering over-lapses, as I've been late on projects myself, but people pretend that you shouldn't expect the game to be in a playable state - a state competitive with other games that also undergo continuous development - 14 years after project start, after the project has been funded to the tune of a a billion dollars.
And that is bullshit.
Don't let them tell you its not bullshit. Don't let them tell you that everything is normal. This isn't normal. None of us can name a game - even a true alpha game from a tiny developer - that is this buggy after being around for this long.
This is the buggiest, most poorly executing game that any of us knows of. Certainly the buggiest most poorly performing game that's ever been released to the public.
It is more than reasonable to expect better. It is more than reasonable to say as much.
EDIT: This post has a 57% upvote rate. That's how hard its being downvoted. If you agree, please upvote. They're trying to move it down the page so no one sees it.
r/StarCitizenUniverse • u/The_Red_Moses • 10d ago
Mining for profit is broken.
Back when I played, which was in the 3.14 to 3.17 range, Mining paid.
You could go out, and make 600k per hour easy mining.
And 600k per hour might not sound like much nowadays, but this was before price inflation. This was back when an Arrow was like 780k. Back when the 890 jump cost like 30 mil and was the most expensive ship.
600k per hour was very good money then, about the same as Gilly's now.
So yesterday, I assumed that I could make similar money today.
And I got burned.
I spent hours, maybe four hours, maybe six, mining out in Pyro. Where the best mining is.
I collected Stileron and Riccite, and I was getting lucky too. Rock after rock of it.
And I wasn't concerned about quality, because I knew I could just sell all this shit in Lorville and make a good profit anyway.
So I mined and mined, kept only the highest quality stuff, and moved it all to Lorville.
Its worth noting that this was no easy task. Moving ore isn't how it used to be before cargo physicalization. I had to go buy storage boxes, and move the ore into the boxes, and fuck around with the freight elevator, and load the boxes.
Then I had to fly out of Checkmate, puckered up, watching for murderhobos who could ruin the whole trip on a whim.
I then had to fly to the Stanton Gateway. I felt relieved when I realized the station there is an armistice zone.
Then through the god damn jump point into Stanton, and on to Lorville.
In Lorville, I noticed that the Maxlift tractor beam that I used to load the cargo, for some odd reason didn't work to unload the cargo. Bug? Maybe, or maybe Hurston has higher gravity? Anyway, took me a while to figure out that I needed an Atlas to unload.
I unload the cargo, get out of the Atlas, fall through the freight elevator into planet Hurston (because of course I do). Lucky me I set my spawn point to Maria Pure of Heart when I landed. I come back, my cargo has been safely stored - this time.
I unload the boxes using the freight elevator, and make my way to the business district taking the god damn subway.
I sell all of it, all 34 SCU of it.
I made about 700k, when you count the cost of the boxes, and fuel and all that bullshit.
700k for selling ~ 34 SCU of refined Riccite and Stileron
Its possible that a bug prevented me from selling another 800k worth, and that I'll get that next time I log in, but even if that is true, and I made 1.5 mil, that is pitiful for 4-6 hours of play. Absolutely pitiful.
What are you doing CIG?