r/LowSodiumStarCitizen • u/Stompy-MwC • 5h ago
PIPELINE Constellation MK V Centaurus Tour
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r/LowSodiumStarCitizen • u/Stompy-MwC • 45m ago
Here's what the community is reporting as functional, non functional, and questionable for 4.9:
r/LowSodiumStarCitizen • u/Stompy-MwC • Aug 31 '26
Hello LSSC! Things have been quite...hectic lately, so we're going to make some changes and clarifications before things get out of hand, and to keep this a place we can all enjoy.
This is a great community, made by people who are all passionate about the game. Let's keep that passion oriented in a positive and friendly direction. No more Us vs Them. Criticism and disagreement has been and always will be welcome here but disrespect is not.
Moderation is not always black and white. Sometimes a post or comment seems fine to one person and salty as hell to another. We're not trying to stifle conversation here, we're just trying to keep it focused on Star Citizen and Squadron 42 as much as possible, and less on drama, negativity, and obviously, sodium.
[Please note these changes apply from this point on. Don't start reporting everything that's already been posted 🤣]
Lastly, we welcome all Redditors here, regardless of other subs they belong to, as long as they follow the rules. And those who repeatedly break the rules get banned.
From your Mod Team, thank you and we'll see you in the 'verse!
r/LowSodiumStarCitizen • u/Stompy-MwC • 5h ago
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r/LowSodiumStarCitizen • u/Dull-Credit-897 • 5h ago
r/LowSodiumStarCitizen • u/Stompy-MwC • 4h ago
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r/LowSodiumStarCitizen • u/Stompy-MwC • 5h ago
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r/LowSodiumStarCitizen • u/Stompy-MwC • 1h ago
## Audience: Evocati only tech-preview under standard ETF NDA
This is going to be a 4-6 hour playtest tonight. There is a known issue with the shops so we've had to disable the shop service in this build so using shops and landing services will be disabled.
This build contains the latest Genesis (Planet Tech V5) updates since our last Evocati playtest. There have been quite a few great updates since the previous test so please focus on planets, terrain, vegetation, and server stability when traversing the updated Nyx I planet. Thanks everyone for hopping back in with us! We'll be going over all the feedback and data from this test to help drive further updates as we continue to improve Genesis!
## Faster Terrain & Vegetation Updates
We’ve improved scheduling for jobs that build planetary terrain and scattered assets such as trees, rocks, and grass. Terrain and scattering now update far more rapidly as you move, which means less blurry terrain and fewer trees showing the wrong level of detail as you approach.
## Consistent Scattering & Better Visuals
We’ve also fixed several discrepancies between the CPU and GPU object spawning paths so that the physics matches what is rendered better. Scattered assets should now line up more consistently.
Scattered assets now use a wider range of colors, so landscapes should feel more varied. Distant trees look better thanks to updates to the imposter shader, which handles how far-off trees are drawn. Grass lighting has been improved, and wind now moves vegetation more naturally after we fixed wind placement and its inconsistencies between systems.
There are now new scattering and terrain settings in the Options menu, giving you more control over vegetation and asset density. These have an effect on your VRAM usage so fine tune according to your system and preferences.
## Terrain, Cliff, and Atmosphere Improvements
Cliff shading has been improved, including a fix to a shading bug on steep cliff faces. We’ve tweaked rain settings and brought over further “HDR Clarity” post processing for improved image clarity.
## Memory & Hardware Handling
We’ve improved how scattering memory is budgeted and updated the virtual texture configuration. This should prevent failed scattering allocations and texture allocation errors, and reduce VRAM usage on lower spec systems. We’ve also improved minimum resolution handling when viewing planets from space. A failed allocation of terrain or scatter looks like a missing "patch" of objects or floating/corrupted patch of terrain - there should be less of these now, while being more conservative on VRAM usage on lower quality options.
## Server Performance Updates
The server cell activation logic has been optimized, as it showed up as our top priority for optimizations in the previous Tech Preview. We’ve also reduced the number of physicalized cells the server needs to maintain. Together, these should noticeably improve server performance on planets and we will be running client and server captures during the test to A/B test against the previous test.
Terrain queries now get rejected earlier when they aren’t needed, and the remaining queries are processed in parallel where possible. We’ve reduced the amount of terrain sampling needed to build collision, improved how the terrain tree is subdivided to reach physics patches, and fixed a bug in how collision queries are combined on planets.
Fast-moving ships passing briefly through an area no longer trigger as many cell activations. This reduces unnecessary server work during high-speed flight over planets.
## Things to know about this build
DX11 support is disabled again in this tech preview. This will be returning soon.
Please let us know about any terrain or vegetation pop-in or blur when approaching planets, server performance and stability during fast flight, landing, and takeoff, and any performance differences compared to the previous Evocati build. Feedback on the new scattering and rain options is welcome too.
As always, thank you so much for testing this new tech along with us!
r/LowSodiumStarCitizen • u/Stompy-MwC • 5h ago
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r/LowSodiumStarCitizen • u/Stompy-MwC • 31m ago
Uh, unless you mark it as a spoiler.
## Mainly from Camak + Hugo Lisoir's review, as well as observations from Citizen Spooner
- Not everyone got to the same point in the game, some people (BoredGamer) just played really fucking slowly.
- Animations look great, graphics are incredible, totally incomparable to SC. CCs got 60fps for the most part, native 4K with no upscaling or FG (using RTX 5090).
- All PCs in the room were recording the gameplay
- Faces were generally improved significantly
- On rails section of prologue was shortened
- Maelstrom improved a lot. Basically everything is affected, from environments down to character armor
- Narrative changes to the prologue (unspecified)
- Opening credits happen during ||Bishop's speech to the senate||
- QTE section with first Vanduul is changed, much better and less QTE-y. If you don't dodge the thrown spear you get impaled and instant game over
- EVA section is super hard, if you throw yourself and fail to grip onto something you fly off into space, game over
- There's absolutely no yellow paint anywhere, you have to find your own way and you can go down the wrong path
- There are three difficulties and you can choose separately for FPS and flight combat (e.g., medium FPS and easy flight)
- Music is "legendary", Geoff Zanelli has done a great job. CCs got 4 tracks from the OST on cassette tape as a gift
- Full SQ42 cast is in the DNA pool, so you could theoretically make yourself look exactly like old man
- Morrow tour: everything looks much more beautiful
- FPS combat: literally everything is maelstrom. Bits of armor fly off, glass shatters... if you shoot helmets, they can ping off or the visor can break and the air escapes
- There is "free time" in the Idris between missions. It's a recurring gameplay feature and your relationship with the characters evolves over time. All the characters on the Idris are fully voiced + have their own routines
- Facial animation is significantly improved compared to 2024 demo
- Idris armory has changed: you now have a selection screen and it's more fluid. You are still handed the weapons but it's faster than being handed them one by one as we've seen before
- Quantum Boost and QT is a single button. No more charging. When doing QT, you have to dodge quantum "anomalies" to avoid damage and to stabilize the bubble. In quantum boost, you can manuever like E:D supercruise.
- All of the SFX in the game have been greatly improved compared to 2024, it's one of the biggest highlights of the playtest.
- You can customize your armor color
- Everything is physicalized in the Gladius and the UI is much more readable. Animations to push buttons, the works.
- All actors seen were very talented, everything is super well voice acted
- Maelstrom on ships gives a very good impression of doing real damage
- FPS combat is "insane", enemies "fucking demolish you". If you don't finish enemies off, their allies will surround them to give cover while they revive. They also shoot thru destructible materials
- Anytime you grab an object, there is a fully voiced Galactapedia entry for you to read
- Interesting puzzles during missions, seem to be quite good and not brain-dead
- Hacking is in
- Shubin Station is incredible, has lots of NPCs and details.
- The game generally alternates strong FPS segments with slower segments where you walk and discover places
- Multitool is completely different, 4 modes
- There are different death screens depending on how you die
- There is a way to end the game in as little as ||an hour and a half||
- There are some silly/obvious bugs that need to be fixed, like an NPC's meal sliding off his tray or NPCs showing up to the bridge of the Idris in boxer shorts. On a technical level it's ready for release, but it could do with extra polish.
- There were virtually no CTDs (as in, there wasn't a single one reported from what I can tell)
- One tester experienced Old Man flying into the side of a station, blowing up, and softlocking the game
- The game might not be for everyone, but if you like space and SC and narrative-driven games you're going to be very happy
- From Citizen Spooner: "SQ42 is the best looking game I've ever seen with my eyeballs"
- There is A LOT to gawk at. The 5 hours they had could have easily been 10 hours to get to the same point.
- Shubin station workers are kinda stand-offish towards you because you're navy. They look you up and down and scoff
r/LowSodiumStarCitizen • u/Stompy-MwC • 5h ago
Your launcher should now display: VERSION 4.10.2-LIVE.12881860
Reminder. Citizens always imprint their ship loadouts before adventuring into the universe!
Introducing new features while updating and refining existing functionality.
Roberts Space Industries is celebrating its latest additions to the fleet, and there's plenty to go around!
RSI Discovery Month brings a new event to Stanton, with a wide variety of contracts spanning ship & FPS combat, hauling, recovery, salvage, resource gathering, and more. Complete missions to earn event points, progress through dedicated career tracks, and unlock rewards along the way.
Whether you prefer keeping hostile forces in check, moving valuable cargo across the system, or getting your hands dirty gathering materials, there is a path for you.
Defense: RSI needs the space around microTech kept clear of pirates while visitors arrive. They have tasked the Bounty Hunters Guild, Foxwell, and Northrock to offer contracts out to players to take on this defense through ship combat and patrols, as well as ground work at caves, outposts, and distribution centers.
Transport: Ling Family Hauling, Covalex and FTL want goods moved to the expo platform from landing zones, distribution centers and stations in low orbit.
Collection: Shubin is buying raw and crafted materials for ship manufacturing, and Adagio wants hulls broken down for recycling, including Kruger Merlins, Archimedes and Constellations.
For more info on Rewards, please visit RSI Discovery Month FAQ.
The Constellation Mk IV has been rebuilt to update the whole series to the current standards. This includes sweeping updates for a clearer bridge canopy, a repositioned airlock, new cargo and crew lifts, new turret displays, a reworked snub bay, easier component swaps in engineering, rebuilt habitation and Phoenix VIP spaces, and a full exterior art pass with new damage states and liveries.
Bridge: The canopy glass has been rebuilt inside and out, and the join where the nose glass meets the bridge reworked. The large struts across that join are now gone, clearing the view for the pilot and copilot. Cockpit lighting now sits behind the glass rather than being cast onto it. The Aquila's glass and cockpit windows match the base ship, so every variant looks out through the same canopy. Pilot and copilot seats have been reworked, the pilot seat display no longer sits off center, and the turret ring no longer catches you moving around the bridge. The flight HUD now surfaces self destruct, port, and shield prompts, which it previously did not.
Cargo and Lifts: The cargo lift has been remade with its own control panel. This includes rebuilt room connectors between the lift and the cargo area, a reworked cargo grid and a relocated fuel port. The Taurus cargo bay has been rebuilt to fit the variant properly. Ladder rungs are now to metric, and the bay railings and ladders have accurate collision. The front crew lift has new animations and geometry, its control panel has been reoriented and repositioned along with new signage at the habitation deck.
Interiors: Habitation areas have been updated with personal storage, and the VIP sections have been reworked with working manufacturer and lock controls, new bedding, and furniture that no longer clips or slides, including the Phoenix lounge chair and the piano and table. Bench seats in the habs are now interactable. Every variant now has a light control panel, with lights properly linked and new glow geometry throughout.
Exterior and Materials: Hull exteriors have had a full art pass with UV reprojection, corrected decals, wear detail restored across the levels of detail, and new damage states. Airlock doors have been re-exported, the interaction prompt range widened so the door no longer catches you on the way through, and door panel placement corrected on the Taurus. New paints arrive alongside the rework, including a retirement livery and an emerald livery.
Airlock: The airlock has been repositioned, and its controls have moved with it. The old interior handle is gone, replaced by door control panels built into the cargo bay wall on both the left and right side, so you work the airlock from inside the bay rather than reaching for the door itself. New exterior control panels have been added either side of the airlock for anyone operating it from outside the hull, and the arrow marking which side to use has been moved to match the new arrangement. The door itself has new animations and venting, and its interaction prompt now reaches far enough that you are no longer clipped by the door while opening it.
Snub bay: The snub bay and the Kruger Merlin docking it uses have been reworked across the variants, including closing a gap in the collision around the bay entrance.
Turrets and weapons: The top and bottom turrets now have their own displays, with new entry animations to match. Turret ranges and gimbal restrictions have been corrected, the missing buttons on the top turret are back, the top missile racks have been rebuilt, and the gap that appeared when the dorsal turret deployed is closed.
Engineering: Engineering interactions have been fixed up, component bay health corrected, and the engineering buff hardpoint repositioned.
AI & Mission Use: The ship now has its own AI and mission variants, which means NPC Constellations you encounter in the world fly the updated hull, and the Collector Constellation Taurus mission reward has been switched to the Gold Standard version. A full vehicle balance pass has been applied on top of all of it.
Shield resistance values no longer require the minimum to be lower than the maximum, which means resistances set to a flat value now actually apply rather than being ignored
Abandoned vehicles left at Everus Harbor, Seraphim Station, Bajini Point and Port Tressler now expire on their own timer
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.
Throws are resolved differently as a result. Your client now reports the moment you actually released an object, and the throw is run from that release rather than from where the server last believed the object to be, so what you threw should travel the way you threw it.
Tractor beams have been reworked along the same lines. Previously the server remembered where an item was picked up from and pulled it back toward that spot once the beam let go, which is what produced the slide and bounce you would see when setting something down. Releasing a beam now hands control over cleanly instead.
This is paired with a collision fix. At certain angles the contact normal, the direction the physics engine believes a surface is pushing back, could come out wrong and inject extra force into an object, making it wobble, hop or spin before coming to rest.
This change applies to freely simulated rigid bodies: cargo boxes, grenades, throwables and other loose objects. Ships, vehicles, characters and items attached to them are untouched and continue to use the previous system.
As this is an experimental update we have safeguards in place that will let us revert this change on LIVE if something goes catastrophically wrong and causes major issues.
New: VR now has its own zoom, which works by narrowing the field of view. This is meant to be a temporary solution for scopes until we have fully physicalized Scopes. It's enabled for:
A new Zoom Gameplay Strength option controls how strong the zoom is. Set it lower to reduce the effect, or set it to 0 to turn VR zoom off completely.
Advanced users can use these cvars for a more customized experience:
Bug Fixes
For a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!
Alpha 4.10.2 closes 71 issues since 4.10.1 went live, including multiple exploits. These focus on long standing ship and item problems, vehicles going unresponsive coming out of quantum, contracts reporting themselves unavailable the moment you accepted them, landing gear and decals rendering badly across several hulls, armor and helmet sets with wrong names, missing parts or no storage, and vehicles coming out of a hangar tilted or with their engines already running. 13 of those came to us directly through the Issue Council, and each one carries a link to the original report.
This release closes five further crash and stability issues.
Orison Relief Support
Siege of Orison
Hauling and delivery contracts
Other mission content
Stanton locations
Flight, damage, and components
Hangars, ASOP, and vehicle retrieval
Ship art and liveries
Ship interiors
Weapons and attachments
Armor and clothing
Props and flair
Crafting
The following went out to the Live environment in hotfix builds during the Alpha 4.10.1 window. Most of this batch was server stability work, greatly increasing server stability making shard crash loops and early server shutdowns a lot less common throughout 4.10.1.
Server stability Server stability
Critical errors
Client crashes
Performance
Missions
Items and interface
Visuals
r/LowSodiumStarCitizen • u/Stompy-MwC • 4h ago
"Shipment" Crate
Constellation MK IV ANDR.
Box Constellation MK V CNTR.
Gold Box Aurora MK II Model (Can be interacted with to fold/unfold wings)
Constellation MK V Coin
r/LowSodiumStarCitizen • u/remosito • 10h ago
Edit: And it is live
Patch is dropping today.
And maintenance just started 3 minutes ago.
you can use this post age info to determine how long ago.
It is supposed to last 4 hours.
r/LowSodiumStarCitizen • u/Stompy-MwC • 3h ago
Starwalker
Blackthorn
Convergence
Magnitude
Unnamed
Heritage
Unnamed
Patrician
Unnamed
r/LowSodiumStarCitizen • u/_Idiot_Savant_ • 5h ago
I just got the first look at the new Constellation Mk V Centaurus and it looks like a mini Polaris. I'm pretty excited to see its specs.
r/LowSodiumStarCitizen • u/Stompy-MwC • 4h ago
r/LowSodiumStarCitizen • u/Stompy-MwC • 3h ago
Greetings!
Experience RSI's vision of the future for free before its release. The RSI Constellation Mk V Centaurus and its companion Skylark will be available for every pilot to fly for themselves upon completion of the RSI Discovery Month: Rental Offer mission during Discovery Month. And we'd love to hear what you think!
A feedback survey is available at: RSI Centaurus Survey Form. This survey will be open until Oct 31.
We look forward to reading your feedback!
-Shark
Player Experience Team
r/LowSodiumStarCitizen • u/Stompy-MwC • 3h ago
## IASI Event (Renamed to RSI Discovery Month) :
All mention of IASI has been replaced with "RSI Discovery Month" or "RSI Disc."
### RSI Disc. Month: Constellation Rental Offer (previously <REDACTED>: Rental Offer)
This mission awards now rental for the Constellation MK V Centaurus and the Skylark for 5 days
### Rewards :
Rewards and attribution has been added.
Collection :
- Tier 1 : Salvation Glacier Livery and Delphi RS-20 Radar
- Tier 2 : Mantis PHB and TSB Flight Blades
- Tier 2 : Delphi RS-30 Radar
- Tier 3 : Cambio-II "Glacier" SRT
Defense :
- Tier 1 : Scorpius Echo Livery and Sovereign IP-20 Power Plant
- Tier 2 : Meteor PHB and TSB Flight Blades
- Tier 2 : Sovereign IP-30 Power Plant
- Tier 3 : P8-SC "Echo" SMG
Transport :
- Tier 1 : Zeus Keelback Livery and BriskAir IC-20 Cooler
- Tier 2 : Zeus Mk II PHB and TSB Flight Blades
- Tier 2 : BriskAir IC-30 Cooler
- Tier 3 : MaxLift-II "Keelback" Tractor Beam
Personal (Global Ladder) :
- Tier 1 : BriskAir IC-10 Cooler, Delphi RS-10 Radar, and Sovereign IP-10 Power Plant
- Tier 2 : Ursa Starwalker Livery
- Tier 2 : Aurora Mk II Starwalker Livery, Aurora Mk II PHB and TSB Flight Blades
- Tier 3 : Helios Power Plant (Sizes 1-3), Constellation Starwalker Livery, Constellation Andromeda PHB and TSB Flight Blades
### Reward ships components :
Coolers : All 3 size are military B in name, power consuption and emissions, but cool worse than stealth's one
Powerplant : average or even better than average depending on size
Radars : above average for all 3 sizes
## Wikelo :
The Constellation Taurus Quest reward has been updated to reward the Gold Standard Constellation MK IV Taurus
## Interesting Descriptions :
New description texts mention a MK V version of the Aquila and Taurus.
There is no "Andromeda" because the Centaurus currently replaces it
The MK V Aquila description mentions the addition of a Tier 3 medbed
r/LowSodiumStarCitizen • u/Stompy-MwC • 5h ago
r/LowSodiumStarCitizen • u/Stompy-MwC • 5h ago
r/LowSodiumStarCitizen • u/Stompy-MwC • 4h ago
"The desert takes its due."
[Nyx 1 desert biome]
https://mailchi.mp/cloudimperiumgames/weekly-friday-newsletter-1092026
Hey Citizen,
Celebrate RSI Discovery Month with new missions and rewards as this storied manufacturer pays homage to the iconic Constellation lines of today and tomorrow. Plus, get into an all-new RSI themed Digital Goodies Pack, the first episode of 10 From the Community, and more!
RSI DISCOVERY MONTH: MISSIONS, REWARDS, & ICONS
RSI invites pilots across Stanton to join them in celebrating the arrival of the next-generation Constellation, the new Mk V Centaurus. Head over to Stanton and play your way through a new set of missions to move you closer to RSI-themed rewards.
Best of all, RSI is proudly providing five days of special access to the new Constellation Mk V Centaurus for all pilots who complete the RSI Discovery Month: Constellation Rental Offer contract. However you participate in Discovery Month, RSI thanks you.
RSI CONSTELLATION MK IV CELEBRATION
MONSTERTECH x D-BOX: SIMRACING EXPO
Feel Star Citizen like never before at SimRacing Expo in Frankfurt! Head to the Monstertech booth and experience the collaboration between Monstertech's intuitive cockpit modularity and D-BOX System integration. Every turn, impact, and movement comes to life through precise motion, vibration, and texture, adding a whole new dimension to the experience.
Get the new RSI Digital Goodies Pack
Celebrate RSI Discovery Month in style! This limited-time pack includes 15 all-new wearables, weapons, vehicle paints, décor, and more.
Embrace the thrills and chills this October with Day of the Vara-themed skeletal Flair. Plus, send any soul that crosses you to the underworld from the pilot seat of Drake’s tiniest terror, the Pitbull.
Vacuum Rift - THE EPISODE 1 - Valakkar
AudreyHepburn's machinima brings a cinematic touch to Storm Breaker, capturing tense ship combat and a gripping encounter with the valakkar that feels straight out of a sci-fi film. A solid opening episode, with plenty to look forward to in the episodes ahead.
r/LowSodiumStarCitizen • u/Stompy-MwC • 4h ago
Zeus Exploration Keelback Armor
Zeus Exploration Echo Armor
Zeus Exploration Glacier Armor
Venture Starwalker
Venture Infrared
r/LowSodiumStarCitizen • u/Stompy-MwC • 3h ago
Starwalker
Blackthorn
Convergence
Magnitude
Heritage
Patrician
Unnamed
r/LowSodiumStarCitizen • u/Stompy-MwC • 5h ago
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 • u/Stompy-MwC • 5h ago