SHIP WEAPON TTK - COMMUNITY TEST
| Weapon / loadout | TTK | Note |
|---|---|---|
| Deadbolt IV & V (S4/S5 ballistic) | 10.04s | Fastest kill of the test - heavy ballistics topped it. |
| M6A & M7A Laser Cannons | 10.48s | Reliable energy, continuous pressure, no ammo limit. |
| Omnisky IX & X Laser Cannons | 13.27s | Competitive energy burst; needs trigger discipline. |
| C-788 Combine + M7A (mixed) | 13.45s | Explosive stripping of exterior components; raw TTK a touch behind pure lasers. |
| C-788 Combine + Deadbolt V (mixed) | 15.13s | Slower kill but wrecks internal hull structure. |
| 4× S4 Deadbolt IV | 19.25s | Relies on quick reloads. |
| 4× S4 C-788 Combine + 2× AD5B Gatlings | 20.08s | Gatlings didn't penetrate until shields fully dropped - delayed TTK. |
| Laser Attritions (S4 & S5) | 24.00s | Fire through shields but sub-optimal over sustained fire. |
| 4× S4 C-788 Combine (standalone) | 34.49s | Blew off a wing at ~15s, but slow total kill. |
| Lightstrike Laser Cannons | 35-41s | Hobbled by long capacitor regen cycles. |
| Rhino / Galdereen Repeaters; Revenant Gatling + AD5B | FAIL | No-hit-registration bugs or no baseline armor penetration. |
## HOME STATION, ## SHIP STORAGE, ## INVENTORY, ## NOTES. Lines starting with // are comments. Added lines get a // added: prefix; errors get // couldn't read:.
2. Run "SC Sync All.bat" in Claude Stream Deck Project → Tools, updates the VoiceAttack profile + MASTER_KEYBINDS.json and prints the Stream Deck change report
3. Only if the report shows a changed action that maps to a deck button: rebuild the deck in the planner, pulling keys from MASTER_KEYBINDS.json (all_keyboard_binds)
4. Import the new .streamDeckProfile by double-clicking it with Stream Deck running, but QUIT Stream Deck first if overwriting files directly in ProfilesV3
HAULING - SPACE MANUAL
• Test a freight elevator empty before loading - cargo can vanish on a reset.
• Autoload for contracts; manual tractor for commodities you bought.
• The Hull series retracts its cargo spine to fly/land, extends it to load, it is not dock-only. What differs per ship is how you load it (table below).
• Buy low / sell high - compare prices on the Hauling commodities list / UEX.
2. Open Comms → Landing Services → Request.
3. ATC assigns a pad / docking port / hangar by ship size.
4. Docking port: align until the ring + lines turn green (circle to SE, lines centered), then grow the square to match the circle.
5. Press [ N ] (default) to invoke docking - clamps engage.
1. Look at the Freight Elevator terminal (no keybind - on-screen console).
2. Withdraw items from local inventory onto the cargo grid.
NOTE: for a hauling contract, the contracted cargo already shows on the terminal.
2. MANUAL (by hand): for commodities you bought, or a ship parked at a station cargo deck, raise the cargo on the elevator and tractor-beam each SCU box onto your grid yourself (MaxLift / multi-tool; the ATLS exosuit is fastest).
3. PAID AUTO-LOAD: if the ship is in your hangar, you can pay a fee to have it loaded/unloaded for you instead of hand-loading. [community: ~10,000 aUEC load+unload; availability varies by site, not every ship/location offers it, and big freighters (Hull-C) load at the external station elevator.]
TIP: test the elevator empty first, if it resets with cargo on the grid, the cargo can vanish.
Sell: land/dock at the buyer → unload onto the freight elevator/terminal → the sale registers and you're paid.
NOTE: small ships often load right at a pad's elevator; big freighters route through the large external elevators on a station cargo deck.
2. Lift straight up on Strafe Up ([ Space ] default). Raise gear ([ N ]) once you are clear of the pad.
Hangar takeoff varies: enclosed / elevator hangars open at the top, rise straight up. Pad or forward-door hangars, hover, face the opening (yaw if needed), and fly out.
| Ship | Loads via | Note |
|---|---|---|
| Hull-A / Hull-B | Land + tractor / small elevator | Set down at outposts & pads; extend the cargo spine to load |
| Hull-C | Station berth (spindle deployed) | Can land (travel config, spindle retracted INSIDE the hull), but it can't load on its gear: the spindles are stowed inside. To load/unload it must deploy the spindle at a station berth + external freight elevator. |
| Hull-D / Hull-E | Not flyable yet (4.8) | Concept/lineup only - don't plan around them |
| C2 / M2 / A2 Hercules | Land + pad/hangar elevator | Planetary heavy cargo |
| Caterpillar | Land + tractor | Modular freighter |
| Freelancer / Taurus / Cutlass / MSR / Corsair | Land + tractor / elevator | Smallโmedium haulers land at pads & outposts |
• Squeeze extra SCU [community, risky]: loading MANUALLY by tractor beam, you can sometimes stack more than the rated SCU into open space as long as the grid isn't fully gridlocked (auto-snapped). Unsecured boxes can spill or despawn on a quantum jump or hard maneuver, not for valuable cargo.
• Move ONE box at a time [4.8 verified bug]: moving multiple items at once can desync inventory and lock the screen - transfer cargo singly.
• Fresh shard first: server-hop (log out/in) before a big haul; higher Server FPS = fewer cargo desync bugs. Check Shard Health (button on the System page) first.
• External elevators: use them where available and test empty first, if the grid resets with cargo on it, the cargo can vanish.
• Argo ATLS [community]: the ATLS loading exosuit speeds manual load/unload dramatically.
• Short loops stack: a 30k / 10-min run beats a 70k / 40-min run per hour. Confirm stock, price, demand and SELL capacity in the current server before loading a big hold, demand caps can strand cargo.
• Keep a reserve: keep 30-50% of your aUEC OUT of cargo so a lost run doesn't wipe you.
• Top off quantum fuel before long hauls; heavy, full ships burn more.
| Commodity | Buy at | Buy/SCU | Age | Sell at | Sell/SCU | Age | Profit/SCU | Margin | @ 96 SCU | @ 696 SCU |
|---|---|---|---|---|---|---|---|---|---|---|
| Stileron | Bueno Ravine | 122,850 | 6d | Admin - Nyx Gateway (Pyro) | 170,000 | 3d | +47,150 | 38.4% | 4,526,400 | 32,816,400 |
| Sunset Berries | Admin - People's Service Station Theta | 66,490 | 4h | Rayari Deltana Research Outpost | 110,000 | 3d | +43,510 | 65.4% | 4,176,960 | 30,282,960 |
| Atlasium | Rustville | 72,214 | 41h | HDMS-Edmond | 110,000 | 43h | +37,786 | 52.3% | 3,627,456 | 26,299,056 |
| Partillium | Sacren's Plot | 82,192 | 19h | Bueno Ravine | 110,000 | 6d | +27,808 | 33.8% | 2,669,568 | 19,354,368 |
| Degnous Root | Canard View | 44,156 | 8d | Admin - HUR-L5 | 69,000 | 2d | +24,844 | 56.3% | 2,385,024 | 17,291,424 |
| Diamond Laminate | Canard View | 75,378 | 8d | Jackson's Swap | 100,000 | 2d | +24,622 | 32.7% | 2,363,712 | 17,136,912 |
| Audio Visual Equipment | Seer's Canyon | 25,004 | 34h | Shubin Mining Facility SAL-5 | 46,000 | 8d | +20,996 | 84.0% | 2,015,616 | 14,613,216 |
| Tritium | Hickes Research Outpost | 15,769 | 26h | Admin - Endgame | 35,000 | 46h | +19,231 | 122.0% | 1,846,176 | 13,384,776 |
| Ranta Dung | HDMS-Norgaard | 33,206 | 30h | Shepherd's Rest | 49,000 | 39h | +15,794 | 47.6% | 1,516,224 | 10,992,624 |
| Construction Materials | ? | 1,980 | 490d โ | Admin - HUR-L3 | 15,000 | 9d | +13,020 | 657.6% | 1,249,920 | 9,061,920 |
| Golden Medmon | Shepherd's Rest | 59,856 | 39h | Ashland | 71,000 | 15h | +11,144 | 18.6% | 1,069,824 | 7,756,224 |
| Compboard | Rayari Kaltag Research Outpost | 26,460 | 2d | Shubin Mining Facility SM0-22 | 37,000 | 22h | +10,540 | 39.8% | 1,011,840 | 7,335,840 |
| Bexalite | Bueno Ravine | 23,556 | 6d | Sacren's Plot | 34,000 | 19h | +10,444 | 44.3% | 1,002,624 | 7,269,024 |
| Gold | HDMS-Anderson | 24,360 | 30h | Admin - Rat's Nest | 34,000 | 26h | +9,640 | 39.6% | 925,440 | 6,709,440 |
| Dymantium | Rustville | 17,480 | 41h | Bueno Ravine | 27,000 | 6d | +9,520 | 54.5% | 913,920 | 6,625,920 |
| Commodity | Buy at | Buy/SCU | Age | Sell at | Sell/SCU | Age | Profit/SCU | Margin | @ 96 SCU | @ 696 SCU |
|---|---|---|---|---|---|---|---|---|---|---|
| Osoian Hides | The Golden Riviera | 283,500 | 2d | Devlin Scrap and Salvage | 870,000 | 3d | +586,500 | 206.9% | 56,304,000 | 408,204,000 |
| Gasping Weevil Eggs | Fallow Field | 46,408 | 6d | Devlin Scrap and Salvage | 77,000 | 3d | +30,592 | 65.9% | 2,936,832 | 21,292,032 |
| Neon | Rustville | 14,206 | 41h | Devlin Scrap and Salvage | 26,000 | 3d | +11,794 | 83.0% | 1,132,224 | 8,208,624 |
| E'tam | Ashland | 16,295 | 15h | Brio's Breaker Yard | 27,000 | 38h | +10,705 | 65.7% | 1,027,680 | 7,450,680 |
| WiDoW | Admin - Megumi Refueling | 5,929 | 3d | Devlin Scrap and Salvage | 9,000 | 3d | +3,071 | 51.8% | 294,816 | 2,137,416 |
| Altruciatoxin | The Golden Riviera | 5,664 | 42h | Locker Room - CRU-L4 | 7,100 | 3d | +1,436 | 25.4% | 137,856 | 999,456 |
ยท As of this snapshot, 99% of UEX price records have been updated in the last 14 days, site IS being actively maintained.
ยท Many top routes require Pyro travel (lawless, PvP-enabled). High reward, pirate risk.
ยท Wildly high margins (>500%) often indicate data quality issues, treat as suspect even if fresh.
ยท Loading cargo at trade kiosks goes directly into ship cargo grid for small/medium ships. Large haulers (Ironclad, C2, Hercules) route through freight elevator, which you said you want to avoid.
ยท Ask me to "refresh trading" anytime and I'll re-pull from UEX and rebuild this tab with a new snapshot.
If anyone at CIG ever wanted to talk about a small read-only, opt-in surface for tools like this one, I'd jump at it. I know there are a thousand things ahead of it on the list and I'm not asking to skip anybody. I'd rather just build the thing well enough that it's worth a look on its own.
What I'm trying to do with it is simple enough. Help new players stop drowning in their first week. Save the veterans a few minutes on the loops they already run every day. And give orgs a chat window, a roster, and a list of who's actually online right now, so they can get organized without alt-tabbing out to something else.
To be clear about what I'm asking for. It isn't a cloud API. That costs you money to run every month and it drags account security into the conversation, and I understand why that's a non-starter. What I mean is something local, read-only, and off by default. The game is already running on my PC. If there was a localhost endpoint that I had to switch on myself, and all it did was read out state the client is already holding in memory, it would wipe out almost every workaround in the list below. Nothing would leave the machine. No account login anywhere. And nothing writes back, so there's no anti-cheat surface to argue about, which I think is usually the thing that kills ideas like this one before anyone gets to the rest of the sentence.
CmdGlas is built entirely from the outside. Every item below is something the game already knows and that I have to pull back off the screen instead. None of it is a wish list. Each one is a workaround sitting in this file right now:
- A build / version endpoint.This is the smallest thing on the list and it would probably save me the most trouble. On 2026-07-16 the 4.9 release notes said the launcher shows
4.9.0-LIVE.1825000. The community datamine said12232306. The datamine is almost certainly the right one, because build ids only ever climb (11825000, then 11952564, then 12030094, then 12232306), and1825000looks like 4.8.0's11825000with the leading digit dropped. Taken at face value it would sit lower than every build since 4.5.0. So a tool reading the release notes would have printed the wrong number, and the only thing that caught it was me doing the arithmetic by hand. One field I could actually trust would end all of that. - Live keybind state.Right now I have to export a profile by hand, and then the tablet goes and reads whichever
layout_*_exported.xmlis newest. That file carries the 67 joystick binds this rig actually uses, across VKB, VIRPIL and the rudder pedals, and even then a keybind tool has a hard time making sense of them. The game has all of it live. I'm reading a snapshot off the disk. - Read-only shard / server identity.To get shard health I screenshot the in-game r_displayInfo overlay and have the tablet read the text back off the picture. I'm not proud of that one. It's the best I can do from out here.
- Inventory and loadout, read-only.Inventory gets typed into a notepad by hand and read back out again. So the player ends up doing the data entry, which is about as fun as it sounds.
- Authoritative item data.The community datamine leaves things out. In 4.9 the Bellator / BUL-H4 super-heavy set reports
sub_type_label: "Heavy". The only way to tell it's actually a new tier is the raw damage multiplier, 0.125 against 0.60. Trust the obvious field and you publish a wrong answer, and I only found that one because a number looked off to me. - Live scan data.Ore quality is a number I read off the HUD and type in. The 4.9 scanning changes gave me more to read and still nothing to read it from.
- Terminal prices.These come from UEX, which is players reporting them by hand. The footer on this tablet says out loud that older entries should be treated as suspect, because they should be.
- An embeddable map.See above. It's why this panel is blank.
Nothing in this tablet is a number I got from you, so every figure carries a tag: VERIFIED, COMMUNITY, or UNCONFIRMED. I'd rather show a gap than fill it in with a guess.
Until any of that changes it stays what it is. Unofficial, not affiliated with CIG, and up front about what it doesn't know.
Let the mobiGlass on my wrist handle the pre-flight. Real bindable mobiGlass actions to open and close ship doors and ports, and to lock and unlock them. Then let me run the whole "prepare for takeoff" sequence from the ASOP terminal through the wrist: pick the ship, wait for it to spawn in the hangar, open the doors, go flight ready, without ever dropping out of the mobiGlass. It's a small thing, but it would cut out a lot of the walking and clicking that sits between sitting down and actually flying.
SALVAGE - SPACE MANUAL
• Steady distance and angle beats upgrades for scrape speed.
• Master RMC (hull scraping) before moving to structural / CM.
• Grab loose components / cargo with a tractor beam for extra income.
• Vulture = solo single wrecks; Reclaimer = big multi-crew jobs.
2. Pick the ship: Drake Vulture (solo, single wrecks), Aegis Reclaimer (large / multi-crew fleets).
3. Enter Salvage Mode (default [ M ]) and face the hull. RMB aims the beam(s); mouse wheel adjusts beam gap/focus.
2. Read the panel outline: blue = rich, yellow = mediocre, red = nearly depleted.
3. Keep a stable distance and angle, work in zones, avoid chaotic boosting, technique beats upgrades for scrape speed.
4. Scraped material becomes RMC (Recycled Material Composite) in your ship's filler.
2. Break down the remaining structure - this yields Construction Materials (CM).
NOTE: CM is the bigger industrial step. New to salvage? Master RMC scraping first, add CM once stable.
2. Haul the boxes to a Trade / Commodity terminal and sell RMC / CM: check the Hauling tab / UEX for best price.
3. Loose components / cargo on the wreck: grab with a tractor beam (multi-tool / ATLS) and sell separately.
NOTE: In-game keybinds shown are CIG defaults, verify yours on the Keybinds page.
MINING - SPACE MANUAL
• Higher mass = more yield but needs more power / a bigger laser (or multi-crew MOLE).
• Keep the energy bar in the green; if it creeps toward red, back away - distance lowers power.
• Quantanium is the big earner but destabilizes over time - refine/sell it promptly.
• Refined ore usually sells for more than raw, refine, then check prices on the HAULING page.
• Stubborn rock? Fit modules that cut resistance / instability.
2. Use Scanning Mode (default [ V ]) to locate deposits, or just approach visible rocks.
2a. 4.9 tightened scanning: narrow the scan angle (down to ~2°) for long-range cluster pings, and re-scan the fragments after a fracture before extracting - composition can differ per fragment. [COMMUNITY - GGWTB 4.9 mining guide]
3. Look at a rock to read its MASS (kg) and, up close, its mineral composition %.
NOTE: Mass class sets the tool - see the MASS REFERENCE table below.
2. Confirm FRACTURE mode - rock outline is yellow (= crack). Toggle fracture/extract with Left Alt + LMB.
3. Hold LMB to fire; raise power by scrolling the mouse wheel UP slowly.
4. Drive the rock's energy bar into the GREEN optimal window and hold it there.
CAUTION: Do NOT let the bar fill into the RED overcharge zone, the rock explodes and the yield is lost.
5. If it spikes toward red, lower power or back away (distance cuts effective power). Do not try to save it with more laser.
2. Hold LMB to draw ore into your ship/backpack until the chunk is depleted.
3. Repeat per chunk. Full cargo/canister → head to a refinery.
2. Select your ore. The terminal lists every method side-by-side with its YIELD %, TIME, and COST, those change per material, so compare before you commit. Methods (yield ↔ speed ↔ cost tradeoff):
• Dinyx Solventation - highest yield, but slowest (long real-time timer). Best started before you log off.
• Pyrometric Chromalysis - high yield at LOW cost, but the slowest method on the board. [re-verified vs wiki 27 JUL 2026]
• Ferron Exchange - balanced compromise of yield / fee / time. Safe default.
• Electrostarolysis, Gaskin Process, Kazen Winnowing, Thermonatic Deposition, XCR Reaction, mid-range; yield/time/cost vary by ore - read the terminal.
• Cormack Method - fastest, but lowest yield at a mid-pack fee (the wiki lists its cost MODERATE, not cheapest - this tablet previously had that wrong). Use when you need the ore now. [re-verified vs wiki 27 JUL 2026]
CAUTION: no method is best for everything, higher yield usually means slower + pricier. A refinery calculator (UEX) can pre-compute the best method + yield per ore.
3. Pay, wait for the timer, then collect refined SCU onto a hauler.
4. Sell refined ore at a Trade / Commodity terminal, check the Hauling tab / UEX for best price. Use the YIELD ESTIMATOR below to value a rock before you crack it.
| Turret | Laser | Opt Pwr | Max Pwr | Charge Window | Range (m) | Res Δ | Inst Δ | Notes |
|---|
| Mass (kg) | Class | Ship laser needed | Typical yield (raw SCU) |
|---|---|---|---|
| 1-999 | Tiny / pebble | over-power risk | < 0.05 |
| 1,000-9,999 | Small | S0 / S1 only | 0.05-0.5 |
| 10,000-99,999 | Medium | S1 / S2 standard | 0.5 - 5 |
| 100,000-999,999 | Large | S2 / S2 multi-turret | 5-50 |
| 1,000,000 + | Massive / cluster | MOLE all-3, fracture pass | 50+ |
HOW TO USE IT: find your target in the first column, then read across, what the number means, which tool to use, and roughly what you'll get.
MINING OR SALVAGE? a "STRONG / WEAK" strength bar + 90° angle widget = mining mode (number is rock mass). No strength bar = salvage mode, and this table applies.
| Target type | Pin number means | Tool | Yield (RMC / CM) | Notes |
|---|---|---|---|---|
| Wrecked ship hull (whole) | STRUCTURAL INTEGRITY % | Salvage beam (Vulture / Reclaimer / Drake C/M) | RMC scales w/ hull size | Approach with disintegration mode, then fracture pass |
| Loose hull panel | PANEL HP (decimal) | Hand salvage tool (Cambio-SRT) | ~0.01 - 0.05 RMC per panel | FPS-mined; faster than ship beam for stragglers |
| Asteroid base wreck | STRUCTURAL INTEGRITY % | Salvage beam | Mixed RMC + loot | Often has FPS loot inside; bring EVA tools |
| Cargo crate (loose) | SCU COUNT (1 / 8 / 16 / 32) | Tractor beam (Maxlift / ATLS) or grab by hand for ≤1 SCU | Direct commodity SCU | Not salvage per se; same pin icon though |
| Component (loose) | SCU FOOTPRINT (decimal) | Hand tractor / ATLS | 1 component | Looted ship parts; sell at refinery/components vendor |
| Turret | Laser (S2) | Module 1 | Module 2 | Eff Opt Pwr | Eff Max Pwr | Res Δ | Inst Δ | Range (m) |
|---|
sc_mole_loadout.| Name | Mfr | Opt Pwr | Max Pwr | Res Δ | Inst Δ | Win Min | Win Max | Slots | Notes |
|---|
| Name | Type | Pwr % | Res Δ | Inst Δ | Mfr | Other Effect |
|---|
| Commodity | % Composition | SCU yielded | Market Price/SCU | Payout |
|---|
1. Scan a rock in game - your scanner shows its size (mass/SCU) and what's inside (e.g. "Quantanium 12%").
2. Type the rock size into ROCK SIZE above.
3. Press [ + ADD ROW ] once per mineral, type its name, its % from the scanner, and the price/SCU (check the Trade Routes tab or UEX for current prices).
4. Read each mineral's payout and the GRAND TOTAL: the rock's value if you refine and sell everything. Rows save automatically.
READ FIRST
1. FLIGHT CONTROL REFERENCE
| Action | Default key |
|---|---|
| Flight Ready (power on + spool engines) | R (some sources RAlt+R - verify) |
| Throttle up / down | W / S |
| Strafe up / down | Spacebar / Left Ctrl |
| Boost | Left Shift |
| Space brake | X |
| Coupled / Decoupled toggle | Left Alt + C |
| Landing Mode (gear + landing assist) | N |
| Request landing / takeoff (ATC) | Left Alt + N (also: mobiGlas Comms → Landing Services) |
| Quantum Travel - spool | B (tap) |
| Quantum Travel - engage | B (hold) |
| Master Mode switch (SCM / NAV) | SET / VERIFY |
2. MASTER MODES - SCM vs NAV
- Weapons and shields are ON. This is your combat and precision-maneuver mode.
- Speed is capped to roughly 200-300 m/s, depending on the ship.
- Quantum travel is blocked from this mode.
- Weapons and shields go OFFLINE - that power is redirected to the drives.
- High-speed cruise and travel boost become available.
- Required to spool and engage the quantum drive.
3. STARTUP & DEPARTURE
- Retrieve the ship at an ASOP terminal (yellow Vehicle Retrieval kiosk); note the hangar / pad number.
- Board, walk to the pilot seat, press F to sit.
- Press Flight Ready (R) - this powers the ship and spools the engines in one press. Press again to power down.
- Lift straight up on Spacebar (Strafe Up). Raise gear with N once clear of the pad.
- Leave the hangar the way it opens: rise out the top of an enclosed / elevator hangar, or fly forward through the doors of a pad hangar. At a planetary spaceport, fly out through the holographic spline gates to leave the no-fly zone.
4. FLIGHT HANDLING
- W / S set the throttle; Spacebar / Left Ctrl strafe up / down; A/D/Q/E strafe and roll.
- Left Shift boosts - a burst of extra speed that drains a boost pool. Use it to close, break off, or line up a quantum marker in NAV.
- X is the space brake - hold it to bleed off speed fast.
5. QUANTUM TRAVEL
- Fly a few km clear of pads, stations, and planets, you cannot quantum inside a restricted zone.
- Open the Starmap (F2), click your destination, Set Route, or in open space just aim at a quantum marker on the HUD.
- Switch to NAV mode (your Master Mode toggle from Chapter 1). Weapons and shields drop; drive power comes up.
- Point the ship at the quantum / route marker and keep it centered.
- Tap B to spool. The drive spools and calibrates to the target at the same time, hold your aim steady so both reach 100%.
- When it reads Quantum Ready, hold B to engage. The drive accelerates, travels, and auto-stops at the destination.
- On arrival the drive enters a short cooldown before the next jump.
6. LANDING
- Within about 10 km of a monitored port, request landing with Left Alt + N or mobiGlas Comms → Landing Services. You are assigned a pad or hangar number.
- Drop to SCM / low speed and fly to the assigned pad; a green landing box/marker guides you in.
- Press N for Landing Mode, the gear drops and the landing-assist HUD (height, descent rate, pad alignment) appears.
- Descend slowly onto the pad on Left Ctrl (strafe down), keeping the ship level and centered.
- Touch down gently; the gear takes the weight and the ship settles.
- Auto-land exists once you are in Landing Mode over your assigned pad, the trigger is disputed across sources (Hold N vs Hold Left Ctrl); confirm in Keybindings → Flight.
7. KNOWN ISSUES & CAUTIONS
- Server desync / rubber-banding. On a heavy server your ship may jump position or a pad may not register touchdown. Give it a moment before re-trying a landing or a claim.
- Elevator / hangar hangs. If a hangar door or ASOP pad will not respond, re-log or claim the ship at a different port.
- Quantum snap-out. Being interdicted or hitting an obstruction ends the jump early, you arrive short, in NAV mode, defenceless. Switch to SCM immediately.
- "Not authorized to land." Usually a comms hiccup - re-request clearance, or move to a different pad.
READ FIRST
| Action | Default key |
|---|---|
| Move forward / back | W / S |
| Strafe left / right | A / D |
| Sprint (hold while moving) | Left Shift |
| Jump | Spacebar |
| Crouch | Left Ctrl |
| Prone | X |
| Action | Default key |
|---|---|
| Interact / Use - doors, terminals, ladders, ship entry, NPCs | F (tap) |
| Interaction Mode / "Inner Thought", free the cursor to pick among several highlighted points | F (hold) |
| Open mobiGlas (contracts, comms, vehicles, maps) | F1 |
| Open Starmap | F2 |
| Open inventory | I |
- Press F (or any movement key) to get out of the bed.
- Press F on the hab door to open it.
- Walk to the corridor elevator (in every city it sits opposite the window). Call it with F.
- Hold F and select the lobby / ground floor.
- Leave the building. Follow the colored floor lines and signs to the city transit station (Chapter 2).
- Ride transit to the spaceport - usually the first stop.
- At the spaceport find an ASOP terminal (yellow "Vehicle Retrieval" kiosk). Press F → Vehicle tab → select your ship → Retrieve. Note the hangar number.
- Take the hangar elevator to that bay. Board with F.
- In the seat: R (Flight Ready), request takeoff (Comms app → Landing Services), then lift straight up on Spacebar. Raise gear with N once clear. Leave the hangar the way it opens, rise out the top of an enclosed / elevator hangar, or fly forward through the doors of a pad hangar.
- Colored floor lines - follow-me guide paths to a destination category.
- Tram glyph + two-way arrow, a transit line (Metroloop / CityFlight / Rapid Transit / mass-transit shuttle).
- Elevator panel - call with F; hold F to pick a floor.
- ASOP terminal - yellow "Vehicle Retrieval Console" near hangars; spawn / store / claim ships.
- Admin / Cargo / Freight - buy & sell commodities, freight elevators, sell salvage RMC.
- Shop kiosk - an AR panel appears when you look at goods; F to buy.
- « / » wall arrows - directional EXIT / wayfinding, most visible in Orison.
| Action | Default key |
|---|---|
| Flight Ready (power on + ready engines) | R |
| Throttle up / down | W / S |
| Boost / afterburner | Left Shift |
| Space brake | X |
| Landing gear / Landing Mode | N |
| Quantum Travel - open & spool | B (tap) |
| Quantum Travel - engage jump | B (hold) |
| Scanning Mode | V (older builds used Tab - verify) |
| Mining Mode (mining ships only) | M |
- At an ASOP terminal (yellow kiosk), press F → Vehicles tab → select your ship → Retrieve. Note the hangar / pad number it assigns.
- Take the numbered elevator/transit to that hangar (hold F on the elevator to pick the number).
- Press F on the ship's ramp/door, walk to the pilot seat, press F to sit.
- Lift straight up on Spacebar (Strafe Up). Raise gear with N once clear of the pad.
- Leave the hangar the way it opens: straight up out of an enclosed / elevator hangar, or forward through the doors of a pad hangar. At a planet spaceport, fly out through the holographic spline gates to leave the no-fly / no-quantum zone.
- Fly a few km clear of pads/stations/planet (you can't quantum inside the restricted zone).
- Open the Starmap (F2), click your destination, Set Route, or in space tap B and pick a quantum marker directly.
- Point the ship at the quantum marker on the HUD (rotate to it if it's behind you).
- Tap B to spool the drive; keep the marker centered so it calibrates at the same time. Wait for "Quantum Ready."
- Hold B to jump. The drive accelerates, travels, and auto-stops at the destination.
| Function | Default key |
|---|---|
| Power - all systems | U |
| Power - thrusters / shields / weapons | I / O / P |
| More power → weapons / engines / shields | F5 / F6 / F7 |
| Balance power | F8 |
| VTOL toggle | K |
| Headlights | L |
| Scanning / ping | V (hold to ping) |
| Landing gear | N |
- After Flight Ready, confirm Thrusters, Shields, Weapons are all on (master toggle U).
- Cruising / traveling: bias power to Engines (F6) for speed + quantum efficiency.
- Combat: tap F8 to keep it balanced, or lean Weapons (F5) for sustained fire and Shields (F7) when tanking hits, then rebalance with F8. Shift to Engines (F6) to run.
- Leave the ship Coupled as a beginner (decouple = Left Alt + C is for advanced flying).
- Approach within about 5-7 km of the spaceport/station so Landing Services appears, then request it: Left Alt + N, Comms MFD, or mobiGlas Comms (F11). You get an assigned hangar/pad with a HUD marker.
- Deploy landing gear / landing mode with N.
- Fly to the marker and set down: Spacebar up, Right Ctrl down, X to brake. Left Alt + mouse-wheel lowers your max speed for fine control; F4 (third-person) + Z (freelook) help you judge alignment.
- Auto-Land exists (hold once in landing mode near your assigned pad). , sources disagree (Hold Left Ctrl vs Hold N); confirm in Keybindings → Flight.
- Outposts / open pads: usually no Landing Services, just drop gear (N) and land on any free pad.
- APX Fire Extinguisher (handheld; ~1,000-1,150 aUEC)
- Sold at general / cargo shops - Area18, New Babbage, Orison, Levski, station stores
- Carry the extinguisher; equip it to your hands (open inventory I / select it from your gadget slot).
- Spray the fire with the use / primary input (left mouse). the exact activation key in-game, it isn't documented; treat it as the standard held-gadget "use" bind.
- It doubles as an EVA thruster in space, and refills from its canister magazine.
- Retrieve or store at any ASOP terminal, regardless of where the ship was left.
- During Alpha, ships carry free lifetime insurance, you can replace a destroyed ship as often as needed.
- Claim a destroyed / stuck ship at the ASOP: a timer runs (small ships ~1 min; large ships tens of minutes). You can pay aUEC to expedite.
| Career | Best home base | Why |
|---|---|---|
| Combat / bounty | Lorville (Hurston) | Most central landing zone - short travel to system-wide bounties. |
| FPS / bunkers | Lorville (Hurston) | Hurston & moons are the classic bunker cluster; widest weapon shops. |
| Hauling / trading | New Babbage / Area18 | Dense commodity spread, strong trade terminals; 4.9 sped up freight. |
| Mining | New Babbage / Area18 | Adjacent refinery decks; Aaron Halo belt sits between the planets. |
| Salvage | Stanton hub + Grim Hex | Wrecks nearby and an Admin/cargo deck to sell RMC. |
- Combat - take 1-skull NPC bounties only at first (avoid player bounties). Progress to HRT/VHRT as gear improves.
- FPS - 1-2 skull bunker clear missions. Bring armor, primary + sidearm, medpens, flashbangs.
- Hauling - local box / package deliveries first (no combat, any ship); chain several to one destination, then move up to cargo-hauling contracts.
- Mining - start hand mining (see material list), then ROC, then a Prospector.
- Salvage - start hand salvage (see material list), then a Vulture.
- New in 4.9 - the Recco Battaglia contract pack (Levski / People's Alliance) offers repeatable prospecting, mining, salvage and recovery jobs on an evergreen rep ladder, with blueprint and ship rewards. Confirm the giver location in-game.
- Greycat Pyro RYT Multi-Tool
- OreBit Mining Attachment (~320-390 aUEC; Cubby Blast / Platinum Bay)
- Greycat Pyro RYT Multi-Tool
- Cambio-Lite SRT salvage attachment
- Empty RMC canisters (Dumper's Depo / Cousin Crow's)
- Local delivery + cargo hauling, BEST FIRST. Near-zero risk, ~20k startup, teaches the whole game loop. ~15-30k/hr on box delivery, 100-300k/hr once you chain freight. 4.9 buffed this, tractor beams now work inside distribution-center armistice zones and DC services are restored, so loading is faster.
- Bunker (FPS) missions. ~30-60k/hr, cheap gear, moderate difficulty; teaches FPS and loot.
- 1-skull NPC bounties. Free with your starter ship, ~40-60k/hr, moderate risk. 4.9 adds hit markers and status scanning so you waste less ammo.
- ROC / hand mining. ~100-200k/hr, ~170k for a ROC + transport; calm, moderate skill.
- Salvage (Vulture). Strong, relaxed income once you own or rent a Vulture; needs capital.
- Ship mining (Prospector / MOLE). Highest solo ceiling (~200-400k/hr) but ~2M+ capital and a steeper learning curve. 4.9 buffed mining lasers ~20%.
• Sexual harassment.
• Bullying, harassment, or targeting another member.
• Homophobic or sexist behavior.
• Race-baiting or rage-baiting.
• Acting like a child or being disruptive.
• Spamming keys or emotes, or otherwise hindering effective communication.
• Any disruptive behavior.
• Social channel - talk about anything and everything. The one limit is the code of conduct above - SR-5 still applies here.
• Org leaders may open up to two Social channels and run them as they see fit, name, topic, and whoever they assign each one to.
- In-game, press the ~ key (tilde / grave, top-left of the keyboard under Esc).
- The console + game log opens. Type a command and press Enter.
- Press ~ again to close it.
| Command | What it does |
|---|---|
| r_DisplayInfo 1 | FPS + basic info overlay. The single most-used command. |
| r_DisplayInfo 2 | Adds session / shard / CPU info. |
| r_DisplayInfo 3 | Adds RAM / VRAM usage. |
| r_DisplayInfo 0 | Turns the overlay back off. |
| r_DisplaySessionInfo 1 | Shows your shard/build info (top-right) for bug reports. |
| r_MotionBlur 0 | Turns motion blur off (1 = camera only, 2 = camera + objects). |
| r_ChromaticAberration 0 (verify) | Turns off the colored-edge blur for a cleaner image. |
| r_VSync 0 / 1 | V-Sync off / on. |
| sys_maxFps 60 | Caps your framerate (replace 60 with your target; default is uncapped). |
| Command | What it does |
|---|---|
| i_DumpDeviceInformation | Lists every input device the game sees (sticks, throttle, pedals, gamepad, eye tracker), handy for the Devices page. |
| pp_rebindkeys export all myBinds | Exports your keybinds to a file (myBinds.xml) you can back up. |
| pp_rebindkeys myBinds | Imports keybinds from that file. |
| pp_ResortDevices | Fixes joystick / device assignment order when the game shuffles them. |
| quit | Closes the game immediately. |
- Con_restricted = 0
That is not a complaint. It is the reason this tablet is careful, and the reason it will always tell you when it is guessing. The full picture, and what would make it better - is on the Starmap page.
On an iPad or Android tablet. CmdGlas can show on a tablet, but the PC serves it first: run the control-server
.bat once and open the address it prints from your tablet's browser. Step-by-step instructions are in the USER GUIDE (top bar, between the zoom slider and the clock).
SHOW STOPPERS
COMMUNITY FIX - 4.9 RECO SCANNING CONTRACT
1. Within 10 km of the cluster, switch out of scan or mining mode so you don't trigger an auto-scan.
2. If the hint pop-up doesn't appear within 5 minutes, untrack the contract, then re-track it.
3. If it still fails, change server shards (relog to a fresh shard).
NOTE: the 10 km and 5-minute figures are MrKraken's, from his video. No danger to your account, all three are normal in-game actions.
| Faction | Current Tier | Current XP/Points | Next-Tier Cutoff | Notes |
|---|
| HAVE IT | Mission Type | Gear Required (beyond ship + standard gun) | Why | Source | Conf. |
|---|
| Item | Method | #1 Location | #2 Location | Best Sell (UEX 4.8.2) | Confidence |
|---|---|---|---|---|---|
| Prota | Wild harvest - slime mold, acid biomes | Arial (Hurston moon) - 35% spawn, big clusters of 5-10, planet-wide | Hurston - 24.4%, clusters 2-3 (coastline ×4 / acidic ×2 bonus). Guaranteed cave sites: HDSF-Adlai, Onyx S1A7 (Arial), Derelict Outpost (Vuur, Pyro) - 50%, 1h respawn | 76,000 @ Levski (07-08) | CONFIRMED |
| Amioshi Plague | Wild harvest - lichen in rock cracks | Jumptown (Daymar) - 60%, 1h respawn | Ashland (Ignis, Pyro) - 60%. Also HDSF-Adlai, Raven's Roost (microTech), Vivere PAF-II (Aberdeen), Onyx S2A5/S1C7/S1D7/S4C6 | 24,000 @ Rayari McGrath | CONFIRMED |
| Heart of the Woods | Wild harvest - trees/decaying logs, cold climates | microTech - 24.7% | None - single-body item in 4.8.x data; a second location does not exist | 38,000 @ Admin - Ruin Station (UEX, pulled 30 JUL 2026, 0.7d old, 7 terminals) | CONFIRMED (single) |
| Sunset Berries | Wild harvest - cold climates | microTech - 24.7% | None - single-body item in 4.8.x data | 89,000 @ Sacren's Plot (best terminal CHANGED from Rayari Deltana) (UEX, pulled 30 JUL 2026, 4.1d old, 12 terminals) | CONFIRMED (single) |
| Ranta Dung | Ground pickup - cave/outpost loot pools | HDSF-Adlai (Hurston) / Jumptown (Daymar) - 70%, 1h respawn | Ashland (Ignis, Pyro) - 70%. Also ArcCorp SP-087 (Wala), Onyx S1C7/S1D7, Vivere PAF-II | 42,000 @ Shepherd's Rest (was listed 46,000 โ corrected) (UEX, pulled 30 JUL 2026, 6.7d old, 10 terminals) | CONFIRMED |
| Revenant Pod | Wild harvest - revenant trees | Daymar - 100% | Hurston - 14.6% (wiki also lists Aberdeen, no %) | 11,000 @ Seraphim | CONFIRMED |
| Cave Kopion Horn | Creature drop - kill Cave Kopion | Hurston sand caves | Bloom (Pyro III) sand caves | No UEX offers - Wikelo turn-in | CONFIRMED (no % for creatures) |
| Tundra Kopion Horn | Creature drop - Tundra Kopion | microTech grasslands beside the snow lowlands | None sourced | Wikelo turn-in | CONFIRMED |
| Irradiated Kopion Horn | Creature drop - Irradiated Kopion | Onyx Facility radiation zones | None sourced | Wikelo turn-in | COMMUNITY |
| Marok Gem | Creature drop - marok birds (gizzard) | microTech lush/forest - Dunboro area (4.1-era evidence - STALE) | None 4.8-sourced | 63,000 @ Admin - MIC-L4 (UEX, pulled 30 JUL 2026, 1.9d old, 15 terminals) | COMMUNITY/STALE |
| Yormandi Eye / Tongue | Creature drop - Yormandi boss | Onyx Facility - Site B (enter via Research Sector B) | None - single source by design | Wikelo "Want Better Eyes" (2×) | CONFIRMED |
| Valakkar Pearl | Creature loot - valakkar hide | Monox (Pyro II) - invasive population | Daymar - standard arid-world valakkar | Wikelo/barter | CONFIRMED |
| Irradiated Valakkar Pearl | Creature loot - irradiated valakkar (all grades) | Pyro IV - Lazarus facilities, Storm Breaker chain (community route) | Pyro I radiation storms (wiki claim - page flagged outdated) | Wikelo/barter | SOURCES CONFLICT - both shown |
| Carinite | NOT FPS-minable in 4.8.2 data - harvestable only | Aberdeen & Daymar caves (Hathor laser sites) - old wiki cite | None current | โ | COMMUNITY |
| New 4.8 items, no location data yet | Decari Pod, Wuotan Seed, Stone Bug Shell, Jumping Limes, Lunes, Atacamite, Carinite (Pure), AcryliPlex Composite, Diluthermex, listed in-game on UEX, zero published locations | โ | UNCONFIRMED | ||
| Gem | Share of FPS rolls | #1 Location | #2 Location | Confidence |
|---|---|---|---|---|
| Aphorite | ~57-61% (most common) | Unoccupied-outpost caves - 60%, 1h respawn: Ashland (Ignis), Derelict Outpost (Fuego), HDSF-Adlai, Onyx S2A5/S4C6, Raven's Roost | microTech + moons (Calliope/Clio/Euterpe) and ArcCorp moons (Lyria/Wala) - 25% planet-wide | CONFIRMED |
| Dolivine | ~35-37% | Same outpost caves - 60%: HDSF-Adlai, Jumptown, Onyx S1C7/S1D7/S2A5/S4C6, Raven's Roost, Vivere PAF-II | All Stanton bodies - 25% planet-wide (best share at microTech/ArcCorp group) | CONFIRMED |
| Hadanite | 6% | Outpost caves - 60%: Onyx S2A5 (Cellin), Onyx S4C6 (Euterpe), Raven's Roost, Ashland | Hurston + moons and Crusader moons - 25% (NOT on microTech/ArcCorp bodies) | CONFIRMED |
| Janalite | 2% (rarest) | Same 10 outpost caves - 60%, 1h respawn | microTech/ArcCorp bodies only - 25% | CONFIRMED |
| Gem | #1 Location | #2 Location | Confidence |
|---|---|---|---|
| Feynmaline | Fuego, Ignis, Pyro IV, Terminus (Pyro) - 25% | Aberdeen (Stanton) - 12.5% | CONFIRMED (GV-only) |
| Glacosite | Adir, Monox, Vuur (Pyro) - 25% | Euterpe (Stanton) - 12.5% | CONFIRMED (GV-only) |
| Beradom | Bloom, Fairo, Pyro I (Pyro) - 25% | Hurston (Stanton) - 12.5% | CONFIRMED (GV-only) |
| Jaclium / Saldynium (ores) | Commodities exist (Wikelo barter + crafting) - zero published locations in any 4.8.x source | UNCONFIRMED | |
| Ore | #1 Location | #2 Location | Notes | Confidence |
|---|---|---|---|---|
| Quantanium | Stanton asteroid Mining Bases (51 sites) - eff 0.6% | Stanton moons (Aberdeen/Arial/Lyria etc.) - eff 0.12% | Legendary; 2-rock clusters | CONFIRMED |
| Bexalite | CRU-L1 / CRU-L2 / HUR-L3 halos - eff 5.4% | ARC-L5 / CRU-L4 / MIC-L3 - eff 2.7% | Rare | CONFIRMED |
| Taranite | ARC-L1/L2/L4, HUR-L2 - eff 2.7% | Pyro VI L1โL5 - eff 1.8% | Rare; absent from CRU-L1/L2/HUR-L3 | CONFIRMED |
| Gold | CRU-L1 / CRU-L2 / HUR-L3 - eff 5.4% | ARC-L5 / CRU-L4 / MIC-L3 - eff 2.7% | Rare | CONFIRMED |
| Agricium | CRU-L1 / CRU-L2 / HUR-L3 - eff 8.55% | ARC-L5 / CRU-L4 / MIC-L3 - eff 4.27% | Uncommon | CONFIRMED |
| Titanium | CRU-L1 / CRU-L2 / HUR-L3 - eff 8.55% | ARC-L5 / CRU-L4 / MIC-L3 - eff 4.27% | Uncommon | CONFIRMED |
| Tungsten | ARC-L1/L2/L4, HUR-L2 - eff 4.27% | HUR-L1/L4 + Pyro III L1โL5 - eff 2.85% | Uncommon; 18 locations total | CONFIRMED |
| Iron | CRU-L1 / CRU-L2 / HUR-L3 - eff 5.37% | Terminus (Pyro) - eff 4.1% | Common; Terminus has best share | CONFIRMED |
| Copper | CRU-L1 / CRU-L2 / HUR-L3 - eff 5.34% | Terminus (Pyro) - eff 4.1% | Common | CONFIRMED |
| Aluminum | Stanton Mining Bases (51 sites) - eff 3.09% | ARC-L1/L2/L4, HUR-L2 - eff 2.67% | Common | CONFIRMED |
| Beryl | ARC-L3 / CRU-L5 / MIC-L4 - eff 1.8% | Stanton Mining Bases - eff 0.6% | Rare; not at the big L1/L2/L3 halos | CONFIRMED |
| Borase | CRU-L1 / CRU-L2 / HUR-L3 - eff 5.4% | ARC-L5 / CRU-L4 / MIC-L3 - eff 2.7% | Rare | CONFIRMED |
| Hephaestanite | Stanton Mining Bases - eff 3.09% | Ignis / Vatra (Pyro V moons) - eff 2.7% (highest raw share 36%) | Common | CONFIRMED |
| Lindinium | Glaciem Ring (Nyx) - eff 1.0% | Keeger Belt (Nyx) - eff 1.0% | Epic; ONLY 2 locations, Nyx-exclusive | CONFIRMED |
| Savrilium | Glaciem Ring (Nyx) - eff 0.2% | Keeger Belt (Nyx) - eff 0.2% | Legendary; ONLY 2 locations, Nyx-exclusive | CONFIRMED |
| Stileron | Akiro Cluster + Pyro remote mining bases - eff 0.2% | Bloom / Monox / Pyro I / Pyro IV / Terminus - eff 0.15% | Legendary; Pyro-exclusive | CONFIRMED |
| Riccite | Akiro Cluster + Pyro remote mining bases - eff 1.0% | Adir / Bloom / Ignis / Terminus / Vatra - eff 0.75% | Epic; Pyro-exclusive | CONFIRMED |
| Ouratite | Terminus (Pyro) - eff 2.0% (unique #1) | Aberdeen / Arial / Hurston - eff 0.6% | Epic; only 4 locations total | CONFIRMED |
| Torite | Akiro Cluster (Pyro) + Glaciem Ring / Keeger Belt (Nyx) - eff 2.85% | CRU-L3, HUR-L5, MIC-L1/L2/L5 - eff 2.13% | Uncommon | CONFIRMED |
| Pressurized Ice | CRU-L1 / CRU-L2 / HUR-L3 - eff 5.34% | Terminus (Pyro) - eff 4.1% | Common; data via Raw Ice (refines to Pressurized Ice) | CONFIRMED |
/commodities_prices), which reports live 4.9 / ptu 4.10.0 โ each row carries its own terminal, pull date and UEX reading age. LOCATIONS were NOT re-pulled and are still api.star-citizen.wiki v2 commodities, game extract 4.8.2-LIVE.12030094, fetched 2026-07-08/09 (that endpoint exposes no version field, so it cannot be re-stamped) · starcitizen.tools (4.8.0-4.8.1 cites) · community guides only where marked. Headline: CRU-L1 / CRU-L2 / HUR-L3 are Stanton's best all-round rock halos; all four FPS gems share the same 60%-chance outpost-cave farms; Lindinium/Savrilium are Nyx-only; Stileron/Riccite are Pyro-only.⚠ NOTE: the META tab's per-recipe "Mining/Collection Locations" percentages are raw ore-shares, not spawn odds, and several are contradicted by this table (e.g. Gold's best halos are CRU-L1/L2/HUR-L3 in Stanton, not Pyro). Treat THIS section as authoritative; say the word and the META cells get rewritten to match.
Shown / total blueprint sets. The stamp above is the patch this data was EXTRACTED at, not the patch you are playing. CHECK FOR NEW BLUEPRINTS asks api.star-citizen.wiki live whether anything exists that is not in this list, and lists whatever it finds. It reads only - it never rewrites the dataset. The old REFRESH SCMDB button was removed: scmdb.net sends no CORS header, so that fetch could never have succeeded from a browser and was failing silently every time.
| Part | Minimum | Recommended |
|---|---|---|
| CPU | Quad-core i7 Haswell / Ryzen 5 - AVX2 + FMA3 required | i7-12700K / Ryzen 7 5800X3D or better |
| GPU | GTX 1060 / RX 580 · 4 GB VRAM | RTX 3070-3080 / RX 6700 XTโ6800 XT · 8 GB+ (12 GB for 4K) |
| RAM | 16 GB (32 GB practical) | 32 GB |
| Storage | 100 GB SSD | NVMe SSD · 3000 MB/s+ |
| OS | Windows 10 / 11 64-bit | |
SMART CITIZEN - LOCALIZATION EDITOR
2. Download the newest release. Two choices: the portable ZIP (no installer) or the Setup .exe.
3. NOTE: the app is unsigned (free side-project). Windows 11 Smart App Control may block the .exe. The portable ZIP avoids this, use it if you'd rather not change any Windows setting.
4. CAUTION: only turn Smart App Control off if you understand it lowers a Windows security guard, turn it back on afterward. Prefer the portable ZIP.
5. Launch Smart Citizen.
6. Go to the Config tab and click Extract from Data.p4k to load the game's stock text.
7. Search for the text you want to change, double-click the Custom Value column, and type your replacement.
8. Click Apply to Game - it writes the localization file and makes an automatic backup.
9. Re-apply after each SC patch (the game resets its text every build).
MRKRAKEN STARSTRINGS - READY-MADE TEXT PACK
2. Download the latest release (right-hand side of the page).
3. Extract the ZIP.
4. NOTE: if you already have a user.cfg in your game's LIVE folder, do not overwrite it, open your existing one and add this line at the end:
g_language = english
5. Copy the data folder and the user.cfg into your game's LIVE folder root:
...\StarCitizen\LIVE\ (holds user.cfg + data\Localization\english\global.ini)
6. Launch the game.
7. NOTE: check for an updated StarStrings after every patch, the game's text changes each build and a stale file can show blank labels. MrKraken re-publishes it each patch.
TREATMENT TIERS - READ FIRST
T3 - MINOR: damaged limbs, reduced max-health states. [VERIFIED]
T2 - MODERATE: ruined limbs, multiple limb bleed-outs (limb restoration). [VERIFIED]
T1 - SEVERE: near-death and fatal injuries (full revival). Highest tier. [VERIFIED]
MEDPENS & DRUG PENS
MedPen (Hemozal) - heals, stops bleeding, revives from incapacitated. Raises Blood Drug Level +30. [VERIFIED]
DetoxPen (Resurgera) - reverses an overdose (only if not injury-incapacitated); DOUBLES blood-drug decay. This is your blood-drug-level reducer. [VERIFIED]
AdrenaPen (Demexatrine) - clears concussion symptoms; restores weapon handling and move speed. (Your "Adrenaline".) [VERIFIED]
CorticoPen (Sterogen) - clears vision/hearing symptoms; restores stamina. [VERIFIED]
OpioPen (Roxaphen) - clears pain symptoms; restores movement. [VERIFIED]
DeconPen (Canoiodide) - reduces radiation injuries. (Your "Deconot"; the drug is Canoiodide.) [VERIFIED]
OxyPen - emergency suit oxygen; no blood-drug impact. [COMMUNITY]
CAP COLOURS: the pens are colour-coded in-game, but no text source documents the exact colour per drug. Read the printed NAME on the pen, not the colour. [UNCONFIRMED]
BLOOD DRUG LEVEL (BDL) - HOW TO LOWER IT
BDL decays on its own over time. [VERIFIED]
TO LOWER IT FAST: DetoxPen (Resurgera) doubles the decay rate. [VERIFIED]
The MedGun (ParaMed) can also inject Resurgera. The LifeGuard multitool attachment CANNOT: it delivers Hemozal only. [VERIFIED]
MEDGUN - ParaMed Medical Device
Injects: Hemozal, Roxaphen, Demexatrine, Sterogen, Resurgera. [VERIFIED]
Holds 200 charges. REFILL: MedGel Refill vial into the S1 ParaMed refill port. [VERIFIED]
Price ~1,426-1,500 aUEC. Buy at pharmacies: New Babbage, Area 18, Lorville, ARC-L1, ARC-L4. [VERIFIED]
MULTITOOL MEDICAL ATTACHMENT - LifeGuard
VS the MedGun: LifeGuard shows NO vitals, delivers NO drug pens, and CANNOT detox. Use the ParaMed MedGun when you need drugs or vitals. [VERIFIED]
Price ~333-350 aUEC (cheapest: Maria Pure of Heart, Lorville). [VERIFIED]
REFILL: LifeGuard Refill vial (300 units), ~119-125 aUEC, sold at 50+ locations. [VERIFIED]
MEDBEDS & RESPAWN
T1 - SEVERE. Heal cost 50 cSCU · respawn cost 1 SCU · MedGel capacity 4 SCU · respawn range 150 Mm.
T2 - MODERATE. Heal cost 25 cSCU · respawn cost 1 SCU · MedGel capacity 2 SCU · respawn range 8 Mm (~8,000 km).
T3 - MINOR. Heal cost 10 cSCU · respawn cost 1 SCU · MedGel capacity 2 SCU · respawn range 50 km.
A bed must match or exceed the injury tier for a full cure; a lower tier only stabilises for transport. [VERIFIED]
RESPAWN POINT: set it at a hospital or medbed within range; default is your primary residence. If the chosen bed is unavailable when you die, you respawn at your primary residence. [VERIFIED]
NOTE: starcitizen.tools lists larger MedGel capacities (6 / 4 / 2 SCU) and a system-wide T1 respawn range. Where the sources differ, this panel follows the MrKraken guide (your call). [COMMUNITY]
WHERE TO BUY & PRICES (aUEC, 4.9)
MedPen (Hemozal) ~239-398 (up to 530 at Klescher commissary). [VERIFIED]
DetoxPen (Resurgera) ~228-240. [VERIFIED]
ParaMed MedGun ~1,426-1,500. [VERIFIED]
LifeGuard attachment ~333-350. [VERIFIED]
LifeGuard Refill ~119-125. [VERIFIED]
Not individually confirmed for 4.9: AdrenaPen / CorticoPen / OpioPen / DeconPen prices, the ParaMed MedGel Refill price, and the Pancea MedGel Canister buy price. [UNCONFIRMED]
REFILLS (incl. 4.9 lootable MedGel)
MedGun (ParaMed) - MedGel Refill vials (200 charges). [VERIFIED]
LifeGuard attachment - LifeGuard Refill vial (300 units of Pancea MedGel). [VERIFIED]
MedBeds - refill with the Pancea MedGel Canister (CureLife, Size 1). [VERIFIED]
4.9 UPDATE: Pancea MedGel canisters are now LOOTABLE: found in medical boxes/crates, on derelicts, and in boarding / FPS mission areas (e.g. the Battaglia Caterpillar contract; the Cutlass Black container in Battaglia boarding runs), instead of only buying them (~100,000 aUEC each). [COMMUNITY], one dated guide; confirm in-game.
SHIPS WITH MEDBEDS
From the MrKraken community guide (verify per ship): [COMMUNITY]
Terrapin Medic - 1× T2 · URSA Medivac - 1× T2 · Starlancer TAC - 2× T3
Apollo - 2 module bays (T1/T2/T3) · Carrack - 1× T2 · 890 Jump - 4× T2
Polaris - 1× T2 · Idris - 1× T1 + 4× T3
SOURCES & CONFIDENCE
[COMMUNITY] = reputable community source (ggwtb 4.9 guide 2026-07-17; MrKraken one-page medical guide).
[UNCONFIRMED] = not verifiable for the current patch - do not treat as fact.
Researched and cross-checked 2026-07-18 against Alpha 4.9.0-LIVE. Prices and shop stock change between patches, always confirm in-game before you spend.
layout_*_exported.xml, whatever Star Citizen last saw plugged in. Nothing here is typed, and nothing is written back. Names come from the game, so they are the driver's names, warts and all.
...\StarCitizen\LIVE\USER\Client\0\Controls\Mappings
CRAFTING - SPACE MANUAL
2. Move it with a tractor beam. It attaches to cargo grids, so it can ride in a ship. Placed in your hangar, it also reads your local inventory directly. [VERIFIED - CIG]
3. Get the materials into LOCAL INVENTORY. If they aren't there, the fabricator cannot see them. This is the #1 reason a new crafter thinks the machine is broken. [VERIFIED - CIG]
4. Pick a blueprint, assign materials (there are autofill / best / worst buttons), watch the live stat preview, choose a delivery location, hit Fabricate. [VERIFIED - CIG]
5. Crafting and dismantling run separate simultaneous queues; finished jobs land in a history log. [VERIFIED - CIG]
Blueprints are account-bound and permanent once acquired, they survive death. From mission rewards (low drop rate), reputation, loot crates, or purchase. [VERIFIED - CIG]
Craft times and any aUEC job fee: [UNCONFIRMED], CIG says only that time scales with size and quality. No source publishes real numbers.
1. Open your LOCAL INVENTORY at that station / planet.
2. Withdraw the item. A ship component or weapon withdraws onto a ship's cargo grid through the freight elevator, the same path as any oversized item you buy. [COMMUNITY]
What is confirmed:
• Ship-component and ship-weapon blueprints DO exist in 4.8, datamined straight from the game files. [COMMUNITY: RSI Community Hub blueprint finder, 4.8 files]
• The fabricator has its own internal cargo grid "for the input and output of resources and items." [VERIFIED - CIG, direct quote]
Not documented - do not assume:
• No size or SCU limit on crafted items is published anywhere, the string "SCU" does not appear in CIG's crafting guide. [UNCONFIRMED]
There is no personal-vs-industrial fabricator split in LIVE. One machine exists. Food, Medical and Construction fabricators are explicitly in development, the Construction one, at hangar scale, is what will craft ships. In-vehicle crafting machines are also in development. [VERIFIED - CIG]
Average ~99,771 aUEC across 22 terminals. [COMMUNITY - UEX, 4.8.x]
CHEAPEST: 95,001 aUEC - Tammany and Sons, Metro Center, Lorville (Hurston). Only 4.8.3-stamped price on the board.
• 99,990 - Kel-To, Aspire Grand, New Babbage (microTech); Refinery Shop ARC-L1; Refinery Shop HUR-L1
• 100,000 - Dumper's Depot Area 18, and most Refinery Shops / Pyro / Nyx terminals
CAUTION - RESALE: the only sell-back seen is 35,980 aUEC at MIC-L1. That's roughly a 64% loss. Buy it once, in the right place. [COMMUNITY - UEX]
WARNING - THE 100K TRAP: a fabricator left deployed can disappear from your hangar. Stow it on the freight elevator when you're done. Widely reported. [COMMUNITY]
Quality can only be read up close in mining mode, rock type scans from range, quality does not. [COMMUNITY]
Refining preserves quality. Mixing qualities averages the finished item. [VERIFIED - CIG]
THE 8 BANDS - ore in a band all snaps to the same quality value: [COMMUNITY: Scopique, reporting 4.8 PTU notes]
| Band | Source range | Snaps to (IRON) |
|---|---|---|
| 1 | 0-399 | 325 |
| 2 | 400-599 | 521 |
| 3 | 600-699 | 664 |
| 4 | 700-799 | 710 |
| 5 | 800-899 | 874 |
| 6 | 900-949 | 907 |
| 7 | 950-998 | 970 |
| 8 | 999-1000 | 1000 |
1. These snap values are IRON-specific. The rule says each ore type has its own value per band, so copper's band 2 is probably NOT 521. A per-ore table does not exist publicly. [UNCONFIRMED]
2. The source is a blog reporting leaked 4.8 PTU notes, not CIG, and not confirmed against 4.8 LIVE. [UNCONFIRMED vs LIVE]
Worked example (P4-AR + iron): q325 → −2.62% impact, −4.2% fire rate. q710 → +3.15% impact, +5.84% fire rate. [COMMUNITY - 4.7 data]
MAX GEAR = BAND 8 (999-1000). No cap is documented, higher appears to be better all the way to 1000. [UNCONFIRMED that any cap exists]
The bands create hard plateaus. A q899 rock and a q800 rock both snap to 874, identical gear. So quality gained within a band is worth nothing. The only thing that pays is crossing into the next band.
And the bands collapse at the top: Band 1 spans 400 points; Band 8 spans 2. Band 8 will be brutally rare , chasing it is a lottery, while Band 4 (700+) is the realistic target for good gear.
• Variant gear generally can't be dismantled - basic/non-variant only. [COMMUNITY]
• Craft failure chance: no source mentions any. [UNCONFIRMED]
• Crafted-gear persistence / insurance: CIG documents this for blueprints only. Gear is [UNCONFIRMED]. Note 4.8.0 shipped a full character wipe, the first since 4.0. [VERIFIED]
• NOT IN THE GAME YET (all future-tense in CIG's guide): item degradation & repair, catalysts, blueprint tiers & research (T1-3, vehicles to T5), datapad blueprints, a blueprint library app, player trading of materials, the new alloy/byproduct refining system, salvage integration. [VERIFIED - CIG]
• CIG's own hedge: "blueprint requirements are subject to change in future patches." [VERIFIED]
api.star-citizen.wiki/api/blueprints (recipes, patch 4.9.0-LIVE.12232306, re-pulled 30 JUL 2026 โ 1,591 live blueprints, 1,115 of them missing from the 4.8.1 set and now added as 657 rows; unlock missions read per-blueprint, factions and systems are blank on the new rows because the API does not carry them) · api.star-citizen.wiki/api/commodities & starcitizen.tools (mining). Items marked NO LOCATION DATA had no per-location entries in those confirmed sources. System (Primary) + 700+ Band Location updated from MINING DB sheet (xlsx). Source: api.star-citizen.wiki 4.8.1 LIVE. Last updated: 2026-06-26. Rows tagged UNCONFIRMED require manual survey.
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 5,1 | Pwr Thrstrs OFF | Ctrl+Alt+I | v_power_set_thrusters_off |
| 1,3 | Flight Ready | R | v_flightready |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 2,0 | Exit Seat | Shift+Backspace | v_eject |
| 3,0 | Flight โ NAV mode | Ctrl+E | v_master_mode_set_nav |
| 0,1 | Master Mode | Alt+Shift+1 | v_master_mode_cycle_long |
| 1,1 | Landing | G | v_toggle_landing_system |
| 6,1 | All Port Lock | Ctrl+I | v_lock_all_ports |
| 1,2 | Flight | R | v_flightready |
| 2,2 | Gear Up | Alt+Shift+G | v_retract_landing_system |
| 3,2 | Lights | Alt+L | v_lights |
| 4,2 | V-TOL | V | v_vtol_toggle |
| 5,2 | Engine โ Engine ignition | R | v_flightready |
| 6,2 | ATC | Alt+F9 | v_atc_request |
| 7,2 | Cruise | Shift+S | v_ifcs_speed_limiter_toggle |
| 1,3 | Brake โ comma key | , | v_space_brake |
| 2,3 | Quantum Operator Mode | Alt+Shift+2 | v_toggle_quantum_mode |
| 3,3 | MFD Cycle Pg โ โ Resource view | Alt+Shift+Ctrl+R | v_mfd_select_view_resource_network_short |
| 4,3 | MFD Cycle Pg โถ โ Comms view | Shift+Ctrl+C | v_mfd_select_view_comms_short |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 4,0 | Missile Increase | = | v_weapon_increase_max_missiles |
| 5,0 | Missile Reset Nbr | \ | v_weapon_reset_max_missiles |
| 2,1 | Noise Field | ' | v_weapon_countermeasure_noise_launch |
| 4,1 | Lock Aim Gimbal | Shift+G | v_weapon_gimbals_state_toggle |
| 5,1 | Cycle Gimbal | Alt+Shift+Ctrl+F | v_weapon_gimbals_unlocked_cycle_source |
| 2,2 | Decoys โ launch | X | v_weapon_countermeasure_decoy_launch |
| 3,2 | Decoys โ burst- | K | v_weapon_countermeasure_decoy_burst_decrease |
| 4,2 | Decoys โ burst+ | H | v_weapon_countermeasure_decoy_burst_increase |
| 5,2 | Ship โ self destruct | Alt+Shift+Ctrl+X | v_self_destruct |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 1,0 | On Foot โ same as Exit Seat | Shift+Backspace | v_eject |
| 1,1 | Exit Seat | Shift+Backspace | v_eject |
| 2,1 | Holster Weapon | Alt+Shift+H | holster |
| 2,2 | Light | Alt+Ctrl+R | toggle_flashlight |
| 4,2 | Zero G Launch | B | eva_boost |
| 5,3 | Reload | Alt+Shift+B | reloadSecondary |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 4,1 | Docking | Shift+N | v_invoke_docking |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 2,0 | Side Arm | Ctrl+Alt+1 | select_sidearm_pit |
| 3,0 | Primary | Ctrl+Alt+2 | select_primary_pit |
| 4,0 | Secondary | Ctrl+Alt+3 | select_secondary_pit |
| 5,0 | Multitool โ shares hotkey with Utility | Ctrl+Alt+U | (no SC action) |
| 2,1 | Fire Mode | Left Alt+F | weapon_change_firemode |
| 3,1 | Fists | Ctrl+Alt+5 | selectUnarmedCombat |
| 4,1 | Customize | Ctrl+Alt+C | customize |
| 5,1 | Utility | Ctrl+Alt+U | select_gadget_pit |
| 2,2 | Throwable โ user to add throw_overhand binding | Ctrl+Alt+G | (no SC action) |
| 3,2 | FPS Under Barrel | Left Ctrl+3 | weapon_auxiliary_action |
| 5,2 | Knife | Ctrl+Alt+K | select_meleeweapon_pit |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 2,1 | Docking Mode | Alt+Shift+N | v_toggle_docking_mode |
| 4,1 | Scanning | Alt+Shift+Ctrl+5 | v_toggle_scan_mode |
| 5,1 | Destruct | Alt+Shift+Ctrl+X | v_self_destruct |
| 7,1 | Eject | Shift+Backspace | v_eject |
| 2,2 | Docking Invoke | Shift+N | v_invoke_docking |
| 4,2 | Unlock Pitch/Yaw | Insert | v_lock_rotation |
| 2,3 | Look Behind | Shift+' | v_view_look_behind |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 5,0 | Thrust Red (Off) | Ctrl+Alt+I | v_power_set_thrusters_off |
| 6,0 | Thrust Green (On) | Alt+Shift+I | v_power_set_thrusters_on |
| 3,1 | Shields Increase โ forward shield | Shift+F | v_shield_raise_level_forward |
| 3,2 | Shields Decrease โ back shield | Shift+M | v_shield_raise_level_back |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 2,1 | Recenter โ top-row 5 key, not numpad | 5 | turret_recenter |
| 2,2 | Position Change | Shift+; | turret_change_position |
| 3,2 | Fire Mode | Alt+F | weapon_change_firemode |
| 4,2 | ESP | Shift+T | turret_esp_toggle |
| 5,2 | Speed Ltr | Shift+Ctrl+S | turret_limiter_toggle |
| Cell | Label | Hotkey | SC Action |
|---|---|---|---|
| 4,0 | Target-X | Ctrl+Shift+R | v_target_remove_all_pins |
| 6,0 | Subtarget Rst Close | Ctrl+Shift+E | v_target_cycle_subitem_reset |
| 7,0 | Auto On Targeting | Ctrl+T | v_target_cycle_all_reset |
| 0,1 | In View Reticle | Alt+Ctrl+E | v_target_under_reticle |
| 3,1 | Attackers Rst Close | Ctrl+K | v_target_cycle_attacker_reset |
| 4,1 | Target Unlock | Ctrl+Shift+R | v_target_unlock |
| 1,2 | Hostiles Rst Close | Ctrl+Q | v_target_cycle_hostile_reset |
| 3,2 | Friendlies Rst Close | Ctrl+F | v_target_cycle_friendly_reset |
| 4,2 | All Rst Close | Ctrl+T | v_target_cycle_all_reset |