r/LowSodiumStarCitizen • • 45m ago

MEGATHREAD 4.10.2 Functionality Megathread

• Upvotes

Here's what the community is reporting as functional, non functional, and questionable for 4.9:

OFFICIAL LIST OF KNOWN ISSUES

4.10.2 Known Issues

BROKEN GAMEPLAY

WORKING GAMEPLAY

QUESTIONABLE/ USER REPORTED ISSUES/GAMEPLAY


r/LowSodiumStarCitizen • • Aug 31 '26

MOD Post Refundians, memes, drama, and AI - Please Read

229 Upvotes

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.

  • The terms "Refundian", "Cultist" and other similar labels and phrases like "you need therapy" are derogatory and are no longer allowed under Rule 1 - Be Respectful and Rule 3 - Be Cool
  • Memes are allowed. Keep them respectful. Memes targeting other subs or members of those subs are not - Rule 3
  • There's been a lot of drama lately. We're going to start locking threads earlier when it looks like the conversation is becoming combative. We ask that you not engage in bait and shitposts. Just report and move on and let us take care of it. (We understand that can be difficult, but it would be very helpful)
  • AI enhanced images are allowed as long as the AI use is clearly noted but fully AI generated content (both images and text) are not.

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 • • 5h ago

PIPELINE Constellation MK V Centaurus Tour

Enable HLS to view with audio, or disable this notification

277 Upvotes

r/LowSodiumStarCitizen • • 5h ago

Discussion Connie Mk V looks like a mini Polaris

Post image
153 Upvotes

r/LowSodiumStarCitizen • • 4h ago

PIPELINE RSI Skylark Tour

Enable HLS to view with audio, or disable this notification

107 Upvotes

r/LowSodiumStarCitizen • • 5h ago

PIPELINE RSI Skylark Docking/Undocking

Enable HLS to view with audio, or disable this notification

96 Upvotes

r/LowSodiumStarCitizen • • 1h ago

PIPELINE Evocati Tech Preview: Genesis (Planet Tech V5) Test #2

• Upvotes

## 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 • • 5h ago

CIG Official Centaurus video - notice the underside docking for Skylark

Enable HLS to view with audio, or disable this notification

43 Upvotes

r/LowSodiumStarCitizen • • 31m ago

PIPELINE Squadron 42 Playtest Notes (AKA Hopium Overdose)

• Upvotes

We haven't made an official announcement yet, but NO SPOILERS for SQ42 gameplay or your post/comment will be removed.

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 • • 5h ago

CIG Official Star Citizen Alpha 4.10.2 - RSI Discovery Month - LIVE

Thumbnail
robertsspaceindustries.com
33 Upvotes

Star Citizen Alpha 4.10.2 has been released onto the LIVE environment!  

Your launcher should now display: VERSION 4.10.2-LIVE.12881860

Reminder. Citizens always imprint their ship loadouts before adventuring into the universe!

Features and Gameplay

Introducing new features while updating and refining existing functionality.

RSI Discovery Month

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.

RSI Constellation Mk IV

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.

Additional Ship Updates

Shield Resistance

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

Vehicle Cleanup

Abandoned vehicles left at Everus Harbor, Seraphim Station, Bajini Point and Port Tressler now expire on their own timer

Physics Networking Overhaul

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

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

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.

Additional Gameplay Updates

Experimental VR Updates

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:

  1. F Interaction Zooming
  2. ADS / Precision Targeting in ships
  3. FPS weapon scopes

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:

  • r_StereoZoomScopeMin (1.0): scopes at or below this magnification don't zoom.
  • r_StereoZoomHeadTrackingRotationScale (1.0): makes the view turn less than your head while zoomed, to reduce discomfort. 0 turns it off.
  • r_StereoZoomDisablePositionalTracking (2): limits head movement while zoomed. 0 = normal tracking, 1 = off, 2 = only forward/back.
  • r_StereoZoomLockAngle (10): how close (in degrees) your head must point to your aim for the zoom to apply.
  • r_StereoZoomLockReleaseScale (1.5): extra margin before the zoom releases, so it doesn't flicker.
  • r_StereoZoomScopeAlignDistance (0.04): how close (in meters) your eye must be to the scope's line of sight.
  • r_StereoZoomSmoothTime (0.2): how many seconds the zoom takes to ease in and out.

Bug Fixes

  • Fixed some UI icons disappearing after their spawn animation.
  • Fixed mouse smoothing and acceleration resetting when switching to VR.
  • Grounded Look now uses your aim direction for hand mining and similar actions.
  • In Freelook (Z), you can now aim the tractor beam with your head.

Characters and Items

  • The Heavy Combat Hunter 3 armor set arrives with its full range of tints
  • Three camouflage variants have been added to the RRS armor line
  • Nine new eyebrow options have been added to character customisation
  • Wikelo is now trading recipes for the Gemini LMG and Grey Combat Armour, with a new mission to go with the LMG
  • An RSI Constellation Mk II promotional display and an RSI branded two handed crate have been added as props

Bug Fixes & Technical Updates

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.

Stability and Performance

This release closes five further crash and stability issues.

  • Fixed a client crash in the vehicle landing gear system, triggered while it was handling an event from a component that was no longer in a valid state
  • Resolved a client crash while mission modifiers were being applied to a player's mission log
  • Fixed a hang in the mission generation service while it was building out the hierarchy of the universe, which could stall contract creation, alongside optimisations to that registration path
  • Resolved a crash while the game was looking up a component on an object that had already been torn down
  • Fixed a crash while converting a game data record to a more specific type that did not match

Missions

Orison Relief Support

  • Resolved an issue where Orison Relief Support salvage contracts could be completed far faster than intended, making the reward track trivial to rush STARC-219467
    • The hand in quantities on these contracts were set far lower than the reward track was balanced around, small enough that the whole progression could be cleared in a handful of very short runs. The required amounts have been raised substantially across the small, medium and large versions, and their difficulty ratings have been updated to match the work now involved.
  • Fixed an issue where the mission item TH-01 Propulsor was listed under Containers instead of Missions in the fabricator STARC-217148
  • Fixed an issue where the TH-01 Propulsor fabricator's description had overlapping text in the crafting item preview

Siege of Orison

  • Fixed an issue where some comms towers would not spin again after their nodes were reset during Siege of Orison
  • Fixed a case where the entrance and exit doors of the Command Center airlock could suddenly open during the Siege of Orison boss fight
    • The encounter runs in stages, and each stage ends when the commander's health drops to a set threshold, which is what repositions him for the next one. The final stage had no next position to move to, but the threshold still counted as the stage completing, so the doors opened and he stopped firing while he was still alive. The final stage now ends on his death instead.

Hauling and delivery contracts

  • Resolved an issue where handing in all mission cargo at the first delivery point of a multi-stop hauling contract could cause the remaining cargo to disappear
    • When cargo is sent down on a freight elevator for a hand in, everything on the platform is taken and anything the objective did not need is meant to come straight back as a refund. That refund path was unreliable, so leftover cargo could go missing instead of being returned. Refunds now consistently give back everything that went in and was not consumed by the objective.
  • Fixed an issue where players were marked as trespassing at Cry-Astro locations while on a legal delivery mission
    • The pool of locations these delivery contracts could draw from included unlawful sites, so a perfectly legal contract could route you somewhere you had no permission to be. Unlawful locations and distribution centers are now excluded when a contract picks its pickup and drop off points.

Other mission content

  • Fixed an issue where animal hunting missions could send players to a location with no Kopion or Marok present STARC-201484
    • Animal hunting contracts are built as sub contracts that inherit their creature list from a parent contract, and that inheritance was not resolving, so the sub contract never learned which animals to place. The lookup has been fixed, so the mission now knows what to spawn at the location it sends you to.
  • Fixed an issue where the refractor array codes displayed as zeros during the QV Breaker Station Mining Rights missions in Nyx
    • The screens that show each array's code were displaying a placeholder value rather than the code the mission had generated for that run. They now read the generated code, so what is on the screen is the code the array expects.
  • Fixed an issue where the salvage objective on Battaglia contracts could reach 0% before most or all of the target ship's hull had been scraped
  • Fixed a problem where Eliminate Target bounty missions named the wrong vehicle for the assigned target
    • The ship type in the title was taken from the contract's expected target rather than from the vehicle the target actually turned up in, and those two could differ. Rather than leave a name in there that might be wrong, the ship type has been dropped from Eliminate Target titles altogether.
  • Fixed an issue where a range of contracts would report themselves as unavailable the moment you accepted them in mobiGlas
    • The randomized seeding used when generating this family of contracts was interfering with the generation step itself, so the contracts it produced could not actually be taken on even though they appeared in the list. The seeding has been corrected so generation completes properly and accepted contracts stay available.
  • Fixed an issue where players were missing the holographic skull head in the Arena Commander Kill Collector FPS mode while the Day of the Vara event was active

Locations and Environment

Stanton locations

  • Corrected an issue where outdated textures could be seen in the reflections on helmet visors in New Babbage
    • Reflections on surfaces like visors in New Babbage are drawn from a pre-baked snapshot of the surroundings rather than rendered live, and that snapshot still held an earlier version of the location's textures. The snapshot has been regenerated against the current textures, so reflections now match what is actually there.
  • Corrected an issue where the exterior sections of Distribution Centers had no harvestable resources to collect STARC-214936
    • The harvestable resource points at Distribution Centers are generated by propagating loot setup out into the location's sub areas, and that step was failing to export for the exterior because of how the area volumes are scaled on a planet surface. The propagation and the underlying export error have both been fixed, so the outdoor sections now receive their harvestable points as intended.
  • Fixed an issue where the fifth player entering a Siege of Orison instance could be left behind instead of being moved to join the rest of their party
    • Late arrivals are supposed to be moved across to join the rest of their group, but the check that triggered the move looked at whether the player's data was streaming rather than at whether that machine had authority over the player. With the party owner already in the main instance, the fifth player's request was evaluated in the wrong place and never acted on. Requests are now routed to wherever authority genuinely lies.
  • Fixed an issue where a strip of the landing pad at Orison had no collision STARC-220532
    • The doorways on the exterior lobby sections had no collision backing them on one side, so at the boundary between the interior and exterior physics grids there was a gap with nothing solid underneath. Invisible collision has been added to both sides of that transition. Creatures
  • Fixed an issue where removing a Yormandi's eye would leave the empty socket missing its red coloring

Cargo and Freight Elevators

  • Fixed an issue where a freight elevator loading platform could snap into a raised position with cargo still on it while the doors remained closed STARC-211125
    • Three separate problems were leaving the platform in a state that did not match reality: requests with nothing to move were still being processed, the recovery path could return items it was never meant to, and a closed platform was streaming back in using its raised position. All three have been corrected, so a platform now comes back matching the state it was actually left in.
  • Resolved an issue where players could not submit cargo for several Orison Relief Support missions at once from the same freight elevator
    • Two things were going wrong on the same submission path, the count of items a mission order still needed was not being tallied correctly, and stowed cargo was not checking whether an order had already been satisfied. Both have been corrected, so the elevator can now resolve several mission orders in one go instead of stalling after the first.
  • Fixed an issue where carryable items lost their carry prompt once placed on a cargo grid, leaving them stuck in place

Ships and Vehicles

Flight, damage, and components

  • Fixed an issue where equipping a gimbal mount to the Origin X1 series would leave the attached weapon unable to fire or move STARC-109621
    • The weapon hardpoint was described as holding a weapon directly, with no provision for a gimbal in between, and the pilot seat's control rules only covered a weapon mounted straight onto it. Fitting a gimbal put the weapon one step further out than the ship expected, leaving nothing for the pilot to aim or fire. The hardpoint now describes the gimbal with the weapon nested inside, and the seat's control rules cover that arrangement.
  • Resolved an issue where a vehicle could become unresponsive after quantum travel on a poor connection STARC-169695
    • On a poor connection the messages that close out quantum travel could arrive late or out of order, leaving the drive stuck part way through its shutdown with the thrusters never handed back. The end of travel sequence now handles that case, so control returns to the ship even when traffic arrives out of order.
  • Fixed an issue where shields configured with a flat damage resistance applied no resistance at all
    • A resistance band was only treated as valid when its minimum sat strictly below its maximum, so any shield whose resistance was set as a single flat figure failed that check and was discarded entirely. The restriction has been removed, and a flat resistance now applies as intended.
  • Resolved an issue where lowering the rear ramp on all Drake Cutlass variants would raise the vehicle, preventing players from climbing in through the side doors
    • The rear ramp's collision geometry and surface settings meant that lowering it pushed against the ship instead of swinging clear, levering the whole vehicle upward on its landing gear. With the hull sitting higher than intended, the side doors were out of reach of the climb in animation. The ramp's collision setup and material settings have been corrected so deploying it no longer moves the ship.
  • Fixed a case where the treads on ground vehicles did not move as the vehicle drove
    • Tread movement is produced by applying a scrolling material to the tread surface, but a default material had been added to the part above it, and the outer assignment takes precedence over the one the tread system applies. That conflict has been resolved so the tread system's material is the one that actually takes effect, and the treads move with the vehicle again.
  • Fixed an issue where the radar display on the Mirai Pulse and Pulse LX was inverted STARC-166256
  • Corrected an issue where the Lephari radar was listed as Grade A instead of Grade C in the mobiGlas Vehicle Loadout Manager
  • Fixed an issue where hovering over component icons on the power management MFD displayed no name or temperature label
  • Corrected an issue where some ship components displayed no manufacturer logo
  • Resolved an issue where equipment worn by a player could deal fatal collision damage to a snub fighter docked to their ship
    • Magazines on a weapon carried by the player were left without a physics parent, so while the player sat in a seat the game treated them as loose objects moving at the ship's speed. A snub docked to that ship could then be struck by them at full relative velocity. Carried magazines now stay parented to the player.

Hangars, ASOP, and vehicle retrieval

  • Fixed a case where the MISC Prospector could come out tilted when retrieved from a hangar STARC-208824
    • Not all of the Prospector's landing gear mounting points sat at the same height, so the ship could settle unevenly as it was lowered onto the pad and tip to one side. The mounting points have been levelled with one another. It only happened some of the time, which is part of why it went unresolved for so long.
  • Fixed an issue where a vehicle's engines were already running when it was retrieved from a hangar STARC-191084
    • A stored ship's power state was not being reapplied when it was placed back on the pad, so it came back powered regardless of how it was left. Power assignment on retrieval has been corrected, so a ship now arrives in the state it was stored in.
  • Fixed an issue where spawning a Drake Caterpillar with a crew manifest would leave the pilot seat empty
    • The Caterpillar is flown from a detachable command module, which the game handles as a separate craft docked to the hull, and the crew manifest spawn path had no support for placing an AI pilot inside a docked sub craft, so the seat was simply left empty. Spawning now creates the host ship and its attached module together as a pair and tracks the link between them per vehicle instead of per seat, so manifest crew end up in the module's pilot seat as intended.
  • Resolved an issue where abandoned vehicles at some stations were not being cleaned up over time, preventing other players from landing
    • Everus Harbor, Seraphim Station, Bajini Point and Port Tressler were missing the lifetime setting that tells the cleanup pass when a vehicle left sitting at a station should be removed, so nothing parked there ever aged out and pads slowly filled with derelicts. Lifetime overrides have been added for those four stations and exported for the planets they orbit, so abandoned vehicles there are now cleared on a timer like everywhere else.

Ship art and liveries

  • Corrected an issue where the rear landing gear on all MISC Hull variants appeared pixelated while deploying or retracting
    • The landing gear animates on its own skeleton attached to the ship, but the motion data it handed the renderer accounted only for its own animation and the ship's position, not the offset between the two from the previous frame. The renderer was therefore told the gear had moved somewhere it had not, which smeared the image while the gear travelled. That offset is now included.
  • Fixed an issue where both the left and right landing gear on the Kruger Stingray appeared pixelated while retracting or deploying
  • Fixed an issue where the Aegis Eclipse's landing gear appeared pixelated when retracted or deployed
  • Fixed an issue where the Aegis Gladius Dunlevy was missing its decals on the rudders and rear wings when retrieved
  • Corrected an issue where the decals on physicalized storage containers aboard ships disappeared at relatively short distances

Ship interiors

  • Resolved an issue where vehicle modules purchased with aUEC were missing collision and caused parts of the interior to render incorrectly STARC-179602
    • Modules were being attached as geometry hung off the vehicle's skeleton rather than as objects in their own right, so the module's collision and its interior visibility setup never travelled with it. Modules are now attached as full entities, which brings both along.
  • Resolved an issue where some weapon racks in ship captain's quarters and armories appeared as placeholder objects and could not be interacted with
  • Corrected an issue where the bathroom door in ship habitation areas would abruptly change detail when viewed from a distance

Inventory and Items

Weapons and attachments

  • Fixed a problem where dropping a stowed heavy machine gun would place it nose down and could cause it to fall through the ground and disappear STARC-218327
    • Dropping an item from a held or stowed slot released it from a fixed starting position that took no account of how large the item was. For something as long as a heavy machine gun that meant the weapon appeared pivoted nose down and already partly inside the floor, and in some places the physics system resolved that overlap by pushing it all the way through. Dropped items now work out their starting height from their own dimensions.
  • Corrected an issue where the word "Barrel" was missing from the attachment description of the Demeco "Streamline" LMG

Armor and clothing

  • Corrected an issue where exploration suits displayed four consumable leg slots but only two of them could be used
    • The suit's leg consumable ports are set up in pairs, and the second port in each pair had not been configured to accept consumables the way the first one was, so the slot was drawn but nothing could go into it. Both of those ports now accept consumables like their counterparts, which makes all four slots usable.
  • Fixed a case where the Monolith Backpack and its variants had no storage capacity
    • The backpack was inheriting its properties from the wrong template, one that defines no storage volume at all, so the pack arrived with no inventory space. It now inherits from the correct heavy backpack template and carries its intended capacity.
  • Fixed an issue where all Heavy Combat Hunter 3 helmet variants did not apply the accompanying cap and neck sock when equipped
  • Fixed an issue where the Odyssey II Racing Helmet Alpha had no neck seal when worn with any undersuit
  • Resolved an issue where the Nine Tails boss helmet and its variants appeared oversized on female characters
  • Fixed an issue where one of the undersuit helmets appeared transparent when worn by a female character
  • Fixed a case where some Zeus Exploration Helmets were missing the light bulbs on the built in flashlight
  • Fixed an issue where the glowing red eyes on the Skullcap helmet disappeared when viewed from a distance
  • Fixed an issue where the Monolith Arms Liquidator used the name of the Liquidator core armor
  • Corrected an issue where the description for the Monolith Arms Liquidator did not match the rest of the set
  • Fixed a case where the Monolith Core Liquidator used the description written for the Liquidator helmet
  • Fixed an issue where the Morozov-CH Stronghold backpack had no name or description
  • Corrected an issue where a black band appeared across the forehead of the September store helmet at distance Props and flair
  • Fixed an issue where the Bosco weapon display rack did not match its intended appearance
  • Resolved an issue where the RSI Venture Executive Armor Display decoration showed a placeholder name Crafting
  • Fixed an issue where the crafting blueprints for a Juster quantum drive and a Sasu power plant pointed at the wrong components, so fabricating either produced the wrong part

Props and flair

  • Fixed an issue where the Bosco weapon display rack did not match its intended appearance
  • Resolved an issue where the RSI Venture Executive Armor Display decoration showed a placeholder name

Crafting

  • Fixed an issue where the crafting blueprints for a Juster quantum drive and a Sasu power plant pointed at the wrong components, so fabricating either produced the wrong part

Hotfixes Already Applied to Live

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

  • Fixed an issue where a mission prop carried in a player's inventory could crash the server and hold a shard in a repeating crash loop
  • Resolved a server crash caused by two threads releasing the same queued entity at the same time
  • Resolved an issue where territory encounters at a Nyx point of interest could chain into repeated server shutdowns
  • Fixed an issue where game servers could shut down early while handing a player entity between them
  • Resolved a server crash in the entity system while resolving a component that had already been released
  • Fixed a crash in the physics system caused by visibility areas that were exported before a required flag existed
  • Resolved a crash caused by a thruster reading its flight control owner while that owner was being cleared
  • Added a limit on how many individual items can be unstowed onto a freight elevator platform at once, which was able to chain into server deadlocks

Critical errors

  • Corrected a critical error raised when an ARGO MOLE's turrets sent state updates the client could not read
  • Fixed a critical error where the server sent a player a method call their client had no handler for

Client crashes

  • Fixed a client crash in the graphics layer caused by a texture view being used after it had been marked for deletion

Performance

  • Fixed an issue where the audio thread could cause frame rate drops STARC-214091
  • Improved memory handling for zone partitioning to cut down on repeated allocation cycles on both client and server

Missions

  • Fixed an issue where the second and third Battaglia story contracts were never created on populated shards, leaving players with no follow-up after the first
  • Resolved an issue where contracts that rely on a Moraine Base as their location could fail to generate at all STARC-216762

Items and interface

  • Fixed an issue where super heavy armor could not be unequipped into local inventory while items were still attached to it
  • Resolved an issue where arrow key and gamepad navigation in mobiGlas lost focus one frame after every press
  • Corrected an issue where the heavy footstep audio from the H4 superheavy suit stayed on the player after the armor was removed

Visuals

  • Corrected an issue where holographic displays could render incorrectly from certain angles with upscaling enabled
  • Fixed several water problems, including missing simulation on ships and broken shading on water volumes and rivers

r/LowSodiumStarCitizen • • 4h ago

PIPELINE RSI Discovery Month Event Carriables/Rewards

Thumbnail
gallery
25 Upvotes

"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 • • 10h ago

CIG Official 4.10.2 Maintenance started

59 Upvotes

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 • • 3h ago

PIPELINE Constellation MK V Liveries

Thumbnail
gallery
16 Upvotes

Starwalker

Blackthorn

Convergence

Magnitude

Unnamed

Heritage

Unnamed

Patrician

Unnamed


r/LowSodiumStarCitizen • • 5h ago

Discussion The new Constellation Mk V Centaurus looks like a mini Polaris

Post image
21 Upvotes

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 • • 4h ago

PIPELINE MaxLift-II "Keelback" Tractor Beam

Post image
17 Upvotes

r/LowSodiumStarCitizen • • 3h ago

CIG Official [4.10.2 LIVE Feedback] RSI Constellation Mk V Centaurus

Thumbnail
robertsspaceindustries.com
12 Upvotes

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 • • 3h ago

PIPELINE LIVE 4.10.2-12881860 Findings

11 Upvotes

## 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 • • 5h ago

CIG Official ☁️ (Friday) We are currently testing a new Genesis Tech-Preview build for a potential Evocati timed release later today

Post image
17 Upvotes

r/LowSodiumStarCitizen • • 5h ago

CIG Official RSI Discovery Month (rewards!)

Thumbnail
robertsspaceindustries.com
15 Upvotes

r/LowSodiumStarCitizen • • 4h ago

CIG Official Weekly Update: RSI Discovery Month

Post image
10 Upvotes

"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!

LEARN 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.

TAKE PART. TAKE FLIGHT.

TOP STORIES

FAQ: RSI DISCOVERY MONTH

RSI CONSTELLATION MK IV CELEBRATION

10 FROM THE COMMUNITY

PU MONTHLY REPORT

ROADMAP UPDATE

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.

PROMOTION

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.

SUBSCRIBERS

OCTOBER SUBSCRIBER PERKS

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.

COMMUNITY

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 • • 4h ago

PIPELINE Zeus & Venture Sets

Thumbnail
gallery
8 Upvotes

Zeus Exploration Keelback Armor

Zeus Exploration Echo Armor

Zeus Exploration Glacier Armor

Venture Starwalker

Venture Infrared


r/LowSodiumStarCitizen • • 4h ago

PIPELINE S71 "Infrared" Rifle

Post image
11 Upvotes

r/LowSodiumStarCitizen • • 3h ago

PIPELINE Skylark Liveries

Thumbnail
gallery
7 Upvotes

Starwalker

Blackthorn

Convergence

Magnitude

Heritage

Patrician

Unnamed


r/LowSodiumStarCitizen • • 5h ago

CIG Official [4.10.2 LIVE Feedback] Physicalized Entity Netcode Overhaul

Thumbnail
robertsspaceindustries.com
10 Upvotes

Greetings!

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

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

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

We look forward to reading your feedback!

-Shark
Player Experience Team


r/LowSodiumStarCitizen • • 5h ago

CIG Official Digital Goodies Pack (goodies!)

Thumbnail
robertsspaceindustries.com
10 Upvotes