Command Glass
SYNC
Hangar
โ–ธ HANGAR IS EMPTY
Tap ADD SHIPS above to pick the ships you own, checked ships appear here, then tap one to edit its loadout on the right.
My Hangar
Changes save automatically
SELECT A SHIP
SHIP WEAPON TTK - COMMUNITY TEST
READ FIRST - single source, patch unconfirmed. These are time-to-kill numbers from one creator's test and the video does not state the patch, so treat them as a rough guide, not current 4.9 fact. TTK shifts every balance pass. Test setup: Drake Corsair (stock components), target ship at full shields, aiming the power plant at 500 m in precision targeting mode. Ships have physical + energy deflection that a weapon's alpha must beat to damage the hull.
Weapon / loadoutTTKNote
Deadbolt IV & V (S4/S5 ballistic)10.04sFastest kill of the test - heavy ballistics topped it.
M6A & M7A Laser Cannons10.48sReliable energy, continuous pressure, no ammo limit.
Omnisky IX & X Laser Cannons13.27sCompetitive energy burst; needs trigger discipline.
C-788 Combine + M7A (mixed)13.45sExplosive stripping of exterior components; raw TTK a touch behind pure lasers.
C-788 Combine + Deadbolt V (mixed)15.13sSlower kill but wrecks internal hull structure.
4× S4 Deadbolt IV19.25sRelies on quick reloads.
4× S4 C-788 Combine + 2× AD5B Gatlings20.08sGatlings didn't penetrate until shields fully dropped - delayed TTK.
Laser Attritions (S4 & S5)24.00sFire through shields but sub-optimal over sustained fire.
4× S4 C-788 Combine (standalone)34.49sBlew off a wing at ~15s, but slow total kill.
Lightstrike Laser Cannons35-41sHobbled by long capacitor regen cycles.
Rhino / Galdereen Repeaters; Revenant Gatling + AD5BFAILNo-hit-registration bugs or no baseline armor penetration.
Source: community weapon test video (S4/S5 showdown). Ranked fastest → slowest. Ballistics (Deadbolt) and the M6A/M7A lasers led; Lightstrike and several repeaters/gatlings underperformed or failed to register. Confirm anything you rely on against the live game, balance changes make TTK numbers go stale fast.
โ€” ready โ€”
FILE TOOLS:
SINGLE SOURCE OF TRUTH - use section headers ## HOME STATION, ## SHIP STORAGE, ## INVENTORY, ## NOTES. Lines starting with // are comments. Added lines get a // added: prefix; errors get // couldn't read:.
โ–ธ INVENTORY
Add items with the form below, or type them on the Notepad tab (name x qty q quality @ location). CORNERSTONE ↗
HOME STATION: โ€”
INVENTORY: 0 items
Last read from Notepad: never
โ€” ready โ€”
SHIP DATABASE
i
DECK BUILDER - drag actions onto keys. The planner's save/EXPORT sends the profile straight to the PC (Stream Deck Project → "1 - Stream Deck Profile (load this)"). Final step on the PC: double-click that file with the Stream Deck app running. CAUTION: never overwrite files inside ProfilesV3 with the Stream Deck app open.
DECK BUILDER
VOICEATTACK - ACTIVE
STATUS AS OF 2026-07-08 ยท SOURCE: VOICEATTACK BUILD SESSION HANDOFF
PROFILESC Voice MFD (Fable1)
LINKED INTOHCS Event Horizon (via Include)
HCS CREWManned - Astra = Number One
VA MICShure MV7+ (raw feed - best recognition)
STREAM/CHAT MICNVIDIA Broadcast → Wave Link (separate path)
KEYBIND SOURCETools\MASTER_KEYBINDS.json
Voice keybinds and HCS crew run together. MASTER_KEYBINDS.json is the single source of truth for every tool, regenerated by SC Sync All.bat from the newest in-game export.
STREAM DECK - IN SYNC
MACHINE-DIFF OF DECK BUILD VS NEWEST EXPORT: EXACTLY ONE CHANGE, NOT A DECK BUTTON
DECK BUILT2026-07-07 18:38
NEWEST EXPORT2026-07-07 19:01
CHANGES SINCE1 - v_eject only
EJECT MOVED TOR-Ctrl+E (was LCtrl+LAlt+LShift+D)
DECK IMPACTNone - rebuild not needed
EJECT SAFETYWEP MAX / UNLOCK TGT / SCAN GO now eject-safe
Those three deck buttons still send LCtrl+LAlt+LShift+D, since eject left that combo, the old accidental-eject hazard is gone. No action needed.
SYNC WORKFLOW - AFTER ANY IN-GAME KEYBIND CHANGE
1. Save keybinds in game (writes a new layout_*_exported.xml)

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
RELEASE CHANNEL
HAUL ROUTE & LOADOUT PLANNERi
Plan a multi-stop haul without living in mobiGlas. Set how many stops the run has; for each stop, name the station / planet / outpost and list the cargo stored for it, commodity, SCU, which contract it belongs to, and whether you pick it up or drop it off there. It saves as you type.
STOPS
HAULING - SPACE MANUAL
TIPS & TRICKS
Fresh shard first (server-hop) = fewer cargo desync bugs; check Shard Health on the System page.
• 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.
HOW-TO GUIDE
A. DOCK AT A STATION
1. Fly within 5-7 km of the station.
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.
B. REQUEST / WITHDRAW CARGO
Freight elevators are in hangars, station cargo decks, distribution-centre wings, and some outposts.
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.
C. THREE WAYS CARGO GETS LOADED
1. CONTRACT AUTOLOAD: on a hauling contract the freight elevator already holds the cargo, pull your ship; at the destination the terminal auto-collects it → submit the contract.
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.
C2. BUYING & SELLING COMMODITIES
Buy: purchase at a commodity kiosk → the SCU is credited at that location → withdraw it onto the freight elevator / cargo grid → load onto your ship (manual, or paid auto-load if it's in your hangar).
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.
D. UNDOCK / DEPART
1. Request takeoff (ATC) - Comms app ([ F11 ]) → Landing Services. Doors open on grant. Open outdoor pads need no clearance.
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.
E. HOW EACH SHIP LOADS (this is about LOADING access, not whether it can land)
ShipLoads viaNote
Hull-A / Hull-BLand + tractor / small elevatorSet down at outposts & pads; extend the cargo spine to load
Hull-CStation 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-ENot flyable yet (4.8)Concept/lineup only - don't plan around them
C2 / M2 / A2 HerculesLand + pad/hangar elevatorPlanetary heavy cargo
CaterpillarLand + tractorModular freighter
Freelancer / Taurus / Cutlass / MSR / CorsairLand + tractor / elevatorSmallโ€“medium haulers land at pads & outposts
Verified 4.8 (starcitizen.tools): Hull-C is no longer dock-only, it's shown landed/stored in hangars, and its folding cargo spindle (retract to fly, extend to load) is a real component. Hull-C open planet-surface landing is unconfirmed. Hull-D/E aren't confirmed flyable. The real per-ship difference is loading access (freight-elevator size / land-and-tractor), not landing.
F. TIPS & TRICKS
Hull-C config [4.8 verified]: it folds the cargo spindle IN to fly/land (stores in an XL hangar) and OUT to load. KEY: it can't load while sitting on its landing gear, in landed config the spindles are stowed inside the hull, so loading/unloading only happens when it deploys the spindle at a station berth (external freight elevator). So it lands fine (not dock-only), but loading is station-only. Open planet-surface landing still unconfirmed.
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.
HAULING - UEX COMMODITIES ยท 4.9 LIVE UEX ↗ โ€” not yet fetched โ€”
Live data from api.uexcorp.uk/2.0/commodities/ (fetched at tab load + manual refresh). Static snapshot below is fallback.
โ— <48h fresh   โ— 2-7 days   โ— 1-2 weeks   โ— >2 weeks stale
โ–ธ LIVE - UEX COMMODITIES (alphabetical · top profit & best ROI highlighted)
// Fetching from UEX...
โ–ธ SAVED BACKUP (2026-05-18) - shown if live data can't load
โ–ธ LEGAL - TOP 15 BY PROFIT/SCU
CommodityBuy atBuy/SCUAgeSell atSell/SCUAge Profit/SCUMargin@ 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 โš  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
โ–ธ ILLEGAL / DRUG ROUTES - HIGHER PROFIT, CRIME STAT RISK
CommodityBuy atBuy/SCUAgeSell atSell/SCUAge Profit/SCUMargin@ 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
NOTES / CAVEATS
ยท Prices are user-reported to UEXcorp. Age column shows hours since each price was last confirmed by a contributor. Treat older data as suspect.
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.
SYSTEM MAP RSI GALACTIC STARMAP ↗ The official galactic map opens in a browser tab - RSI blocks embedding.
A Note to CIG
It's just me. No studio, no team, nobody funding this. I build CmdGlas at night because I play the game, and because I got tired of keeping six browser tabs open every time I sat down to fly.

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.

This map panel is empty because the official starmap can't be embedded. On its own that's a small annoyance. It's also the same problem as everything else on this page.

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 said 12232306. The datamine is almost certainly the right one, because build ids only ever climb (11825000, then 11952564, then 12030094, then 12232306), and 1825000 looks like 4.8.0's 11825000 with 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.xml is 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.
I already hold up my end of that bargain. This tool never writes to a game file. Not the keybind list, not the install, nothing in the folder. I checked that against my own source code rather than just claiming it. The only files it writes at all are peripheral binding profiles, in their own folders, and only when I press the button that does it. Read-only is all I'm after.

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.
P.S. One thing that has nothing to do with data.

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.
Found one worth embedding? Hand me the URL and it goes here.
STARMAP
Slot Reserved
This slot is intentionally empty. The previous embed was pulled on 2026-07-15 because it wasn't good enough to sit in this tablet.
SALVAGE
SALVAGE - SPACE MANUAL
TIPS & TRICKS
Blue hull sections are richest - scrape those first.
• 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.
HOW-TO GUIDE
A. SETUP & APPROACH
1. Find a wreck - Salvage contracts (Contract Manager), reclaim missions, or free-fly wrecks.
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.
B. HULL SCRAPING → RMC
1. In scrape mode, hold LMB and sweep the beam across the hull.
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.
C. STRUCTURAL SALVAGE → CM ("munching")
1. Once the hull is stripped, switch to the disintegration / structural sub-mode.
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.
D. STORE, PACKAGE & SELL
1. The Filler forms RMC/CM into SCU boxes (Reclaimer fillers package 2 / 8 / 16 SCU).
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.
E. HAND SALVAGE
Small wrecks / stray panels: use the multi-tool + Cambio-SRT salvage attachment on foot, faster than repositioning a ship for stragglers.
NOTE: In-game keybinds shown are CIG defaults, verify yours on the Keybinds page.
MINING - SPACE MANUAL
TIPS & TRICKS
• Scan from a distance to read a rock's mass and composition % before you commit.
• 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.
HOW-TO GUIDE
A. FIND & SCAN
1. Fly to a mining area - asteroid cluster, planet/moon surface, or a cave for hand mining.
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.
B. FRACTURE - THE POWER WINDOW
1. Enter Mining Mode (default [ M ]).
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.
C. EXTRACT
1. After the rock fractures into chunks, switch to EXTRACT (Left Alt + LMB), chunk outline turns purple.
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.
D. REFINE & SELL
1. Dock at a refinery (e.g. an ARC-L / refinery deck) and use the Refinery Terminal.
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.
NOTE: In-game keybinds shown are CIG defaults, verify yours on the Keybinds page. No danger to you; the only loss is an over-charged rock.
QUICK CRACK CHECK · per turret pass/fail
small (10K kg)
TurretLaserOpt PwrMax PwrCharge WindowRange (m)Res ΔInst ΔNotes
Reads loadout from Section A. Refreshes when you change inputs OR swap a laser/module above. Shows raw FACTS for each turret (no verdict): your laser's optimal-power range, max output, charge-window bounds, and effective Res/Inst modifiers from your modules. CIG hasn't published the exact mining math, so you make the call, pair the rock's resistance/instability numbers against the laser bounds.
MASS REFERENCE · the mass number on the HUD
Pick a ship in the Mining Rig Builder above, the mass classes it handles well light up green here.
Mass (kg)ClassShip laser neededTypical yield (raw SCU)
1-999Tiny / pebbleover-power risk< 0.05
1,000-9,999SmallS0 / S1 only0.05-0.5
10,000-99,999MediumS1 / S2 standard0.5 - 5
100,000-999,999LargeS2 / S2 multi-turret5-50
1,000,000 +Massive / clusterMOLE all-3, fracture pass50+
i
The mining HUD shows rock mass in kg above its scan pin. The 10,000 kg cutoff is the boundary between "small" and "medium", medium is the MOLE sweet spot. Yield numbers are approximate (regolith.rocks pre-shutdown + community tests); ymmv per rock composition.
how to read the mass number
i
WHAT THIS IS: point at something to salvage and a marker (a "pin") shows a number. That number means a different thing depending on the target, a whole wreck, a loose panel, a cargo crate, and so on.

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.
how to read the pin number
Target typePin number meansToolYield (RMC / CM)Notes
Wrecked ship hull (whole)STRUCTURAL INTEGRITY %Salvage beam (Vulture / Reclaimer / Drake C/M)RMC scales w/ hull sizeApproach with disintegration mode, then fracture pass
Loose hull panelPANEL HP (decimal)Hand salvage tool (Cambio-SRT)~0.01 - 0.05 RMC per panelFPS-mined; faster than ship beam for stragglers
Asteroid base wreckSTRUCTURAL INTEGRITY %Salvage beamMixed RMC + lootOften 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 SCUDirect commodity SCUNot salvage per se; same pin icon though
Component (loose)SCU FOOTPRINT (decimal)Hand tractor / ATLS1 componentLooted ship parts; sell at refinery/components vendor
ARGO MOLE · TURRET + MODULE PLANNER (S2 - MOLE only)
TurretLaser (S2)Module 1Module 2Eff Opt PwrEff Max PwrRes ΔInst ΔRange (m)
Pwr values are unitless game integers (community labels as kW). Active-module effects apply only during charge window; passives stack continuously. Saved in localStorage key sc_mole_loadout.
B · MINING LASERS REF (S2 only)
NameMfrOpt PwrMax PwrRes ΔInst ΔWin MinWin MaxSlotsNotes
C · MINING MODULES REF (S1 - fit S2 laser slots)
NameTypePwr %Res ΔInst ΔMfrOther Effect
YIELD ESTIMATOR ยท PER-COMMODITY PAYOUT
Total rock SCU below applies to all rows (single rock).
Grand total: 0 aUEC
Commodity% CompositionSCU yieldedMarket Price/SCUPayout
i
WHAT THIS DOES: tells you what a mining rock is worth BEFORE you crack it.

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.
how to use the yield estimator
CMDGLAS MANUAL INDEX
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CmdGlas manuals use a US-Army-style numbering system. TM. Operator's (Technical) Manual: every technical procedure a ship or vehicle performs. SM. Supplemental Manuals: tactics & technique by gameloop, one per domain. SR. Space Regulations: conduct, etiquette & safety. OM. Operations Manual: MrKraken's one-page field guides. Buttons tagged PENDING are being written.
TM OPERATOR'S MANUAL โ€” technical ship & vehicle procedures
SM SUPPLEMENTAL MANUALS โ€” tactics & technique, by gameloop
SR SPACE REGULATIONS โ€” conduct, etiquette & safety
OM OPERATIONS MANUAL โ€” MrKraken one-page field guides
REF QUICK REFERENCE
SM-1 · FLIGHT OPERATIONS
Star Citizen Alpha 4.9 - startup, Master Modes, quantum travel & landing
READ FIRST
READ FIRST - how to trust this manual. This doc was last verified against Alpha 4.9 on 17 Jul 2026: the LIVE chip on the tablet shows the current patch. Keys shown are CIG engine defaults, confirm any single bind in Options → Keybindings → Flight. This manual covers operating a standard ship: start, take off, switch Master Modes, quantum, and land. Per-ship danger numbers (the exact descent rate that collapses the gear, each ship's SCM speed cap) belong in the Operator's Manual TM 18-1810-099-10 when it is issued.
NOTE. Cross-references - brand-new-pilot basics are in SR-4 New Player Orientation; landing-zone light & speed rules will be in SR-3 Landing Zone Safety; combat maneuver in SM-4 PVE Space Combat.
1. FLIGHT CONTROL REFERENCE
1-1. DEFAULT FLIGHT KEYBINDS
ActionDefault key
Flight Ready (power on + spool engines)R (some sources RAlt+R - verify)
Throttle up / downW / S
Strafe up / downSpacebar / Left Ctrl
BoostLeft Shift
Space brakeX
Coupled / Decoupled toggleLeft Alt + C
Landing Mode (gear + landing assist)N
Request landing / takeoff (ATC)Left Alt + N (also: mobiGlas Comms → Landing Services)
Quantum Travel - spoolB (tap)
Quantum Travel - engageB (hold)
Master Mode switch (SCM / NAV)SET / VERIFY
VERIFY. The SCM/NAV Master Mode toggle default is not consistent across sources and patches, open Options → Keybindings → Flight, set it to a key you like, and learn it before you undock. Everything in Chapter 5 (quantum) depends on it.
2. MASTER MODES - SCM vs NAV
Every ship flies in one of two Master Modes. You choose the mode for the task. This is the single most important flight concept in the current patch.
2-1. SCM - STANDARD CONTROL MODE
  • 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.
2-2. NAV - NAVIGATION 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.
CAUTION. Switching to NAV mode drops your shields and weapons. Do not enter NAV mode near an active fight, a blockade, or a known interdiction point, you are defenceless until you switch back to SCM. See the security-intel channel #report-a-pirate for current hot spots.
3. STARTUP & DEPARTURE
3-1. BOARD & POWER ON
  1. Retrieve the ship at an ASOP terminal (yellow Vehicle Retrieval kiosk); note the hangar / pad number.
  2. Board, walk to the pilot seat, press F to sit.
  3. Press Flight Ready (R) - this powers the ship and spools the engines in one press. Press again to power down.
NOTE. Granular power toggles if you want them: Power All U, Thrusters I, Shields O, Weapons P. A standard ship needs no separate ignition. Flight Ready does it all.
3-2. REQUEST TAKEOFF (ATC)
Enclosed hangars and station pads stay shut until you have clearance. Request it with Left Alt + N (the default), or through the mobiGlas Comms app (F11) → Landing Services or the ship's Comms MFD. Doors open on grant. Open outdoor pads need no clearance - just lift off.
3-3. LIFT OFF
  1. Lift straight up on Spacebar (Strafe Up). Raise gear with N once clear of the pad.
  2. 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.
CAUTION. Filing a Claim on a ship at an ASOP terminal destroys any cargo or items left inside it. Empty a ship before you claim it.
4. FLIGHT HANDLING
4-1. THROTTLE, BRAKE, BOOST
  • 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.
4-2. COUPLED vs DECOUPLED
Coupled (default) - the flight computer kills drift and holds your heading to your velocity; ease off and the ship slows. Decoupled (Left Alt + C), the ship keeps its momentum and you can point independently of travel, Newtonian-style, for drifting and advanced combat maneuvers.
NOTE. New pilots should stay coupled. Decoupled is a combat / precision-docking tool; practice it away from traffic first.
5. QUANTUM TRAVEL
Quantum travel is how you cross a system. It runs from NAV mode only.
  1. Fly a few km clear of pads, stations, and planets, you cannot quantum inside a restricted zone.
  2. Open the Starmap (F2), click your destination, Set Route, or in open space just aim at a quantum marker on the HUD.
  3. Switch to NAV mode (your Master Mode toggle from Chapter 1). Weapons and shields drop; drive power comes up.
  4. Point the ship at the quantum / route marker and keep it centered.
  5. Tap B to spool. The drive spools and calibrates to the target at the same time, hold your aim steady so both reach 100%.
  6. When it reads Quantum Ready, hold B to engage. The drive accelerates, travels, and auto-stops at the destination.
  7. On arrival the drive enters a short cooldown before the next jump.
NOTE. Calibration % is the drive locking its jump solution while you hold aim on the target. Common failures: too close to a station/planet, path obstructed, out of quantum fuel (refuel at Cry-Astro or a major port), drive off/damaged, or not in the pilot seat.
CAUTION. You spend the whole quantum jump in NAV mode with no shields or weapons. Interdiction (a pirate's quantum snare) yanks you out mid-jump defenceless, be ready to switch straight back to SCM the instant you drop out.
6. LANDING
6-1. REQUEST & APPROACH
  1. 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.
  2. Drop to SCM / low speed and fly to the assigned pad; a green landing box/marker guides you in.
  3. Press N for Landing Mode, the gear drops and the landing-assist HUD (height, descent rate, pad alignment) appears.
6-2. SET DOWN
  1. Descend slowly onto the pad on Left Ctrl (strafe down), keeping the ship level and centered.
  2. Touch down gently; the gear takes the weight and the ship settles.
  3. 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.
CAUTION. Coming down too fast collapses the landing gear and can destroy the ship. The exact fatal descent rate is per-ship, keep it slow and level. Precise numbers go in TM 18-1810-099-10 when issued.
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.
NOTE. This manual is verified against Alpha 4.9. When a new patch ships, re-check Master Mode behavior and any bind flagged VERIFY above.
SR-4 · NEW PLAYER ORIENTATION
Star Citizen Alpha 4.9 - from the bed you wake up in to your first payday
READ FIRST
READ FIRST - how to trust this manual. This doc was last verified against Alpha 4.9 in July 2026: the LIVE chip on the tablet shows the current patch. Keybinds are engine defaults that hold across patches, confirm any single bind in Options → Keybindings. Items are tagged: stated by a 4.9 source · patch-stable, current sources · best data is older, check in-game. Anything not verifiable is flagged, not invented.
FIRST BOOT - BED TO SHIP
1-1. ON-FOOT MOVEMENT
ActionDefault key
Move forward / backW / S
Strafe left / rightA / D
Sprint (hold while moving)Left Shift
JumpSpacebar
CrouchLeft Ctrl
ProneX
1-2. THE INTERACTION SYSTEM & mobiGlas
ActionDefault key
Interact / Use - doors, terminals, ladders, ship entry, NPCsF (tap)
Interaction Mode / "Inner Thought", free the cursor to pick among several highlighted pointsF (hold)
Open mobiGlas (contracts, comms, vehicles, maps)F1
Open StarmapF2
Open inventoryI
NOTE. Look at an object → a prompt appears → tap F for the highlighted action. If several controls sit close together (a bank of buttons, a multi-floor elevator), hold F to get a cursor and click the exact one.
1-3. STEP-BY-STEP - BED TO HANGAR
  1. Press F (or any movement key) to get out of the bed.
  2. Press F on the hab door to open it.
  3. Walk to the corridor elevator (in every city it sits opposite the window). Call it with F.
  4. Hold F and select the lobby / ground floor.
  5. Leave the building. Follow the colored floor lines and signs to the city transit station (Chapter 2).
  6. Ride transit to the spaceport - usually the first stop.
  7. At the spaceport find an ASOP terminal (yellow "Vehicle Retrieval" kiosk). Press F → Vehicle tab → select your ship → Retrieve. Note the hangar number.
  8. Take the hangar elevator to that bay. Board with F.
  9. 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.
CAUTION. Filing a Claim on a ship at an ASOP terminal destroys any cargo or items left inside it. Empty a ship before you claim it.
READING THE CITY - NAVIGATION & SYMBOLOGY
2-1. THE TRANSIT / TRAIN SYMBOL - the "back-and-forth" marker
Every city runs an automated tram / metro / shuttle that moves back and forth (or around a loop) between fixed stations. On signage it shows as a stylized tram-car glyph paired with a two-way (bidirectional) arrow. That back-and-forth arrow is telling you "this is a fixed-route shuttle line", not a door, not an elevator. Follow the colored guide-lines on the floor and the branded transit signs to reach it.
2-2. ROUTE TO THE SPACEPORT, PER CITY
LORVILLE (Hurston) - system: Metro / Rapid Transit. Hab elevator (opposite the window) → ground → walk to Metro Center → take the Spaceport Line → get off at the first stop → through Customs → up to Teasa Spaceport → ASOP consoles are left of the viewing window. Sign to find: "Metro Center / Rapid Transit."
AREA18 (ArcCorp) - system: AC CityFlight. Adira Falls hab elevator (opposite the window) → toward the ArcCorp Plaza sign → find the "AC CityFlight" sign → Spaceport platform → first stop = Riker Memorial Spaceport → Customs → ASOP consoles ahead.
NEW BABBAGE (microTech) - system: MT Metroloop (big M). The Nest hab elevator → ground → "MT Metroloop" sign → down to platforms → turn left for the Spaceport line → first stop → up → Security → Departure Lounges → ASOP consoles.
ORISON (Crusader) - system: mass-transit shuttles. Green Circle hab: F out of bed → F door → lounge elevators → hold F pick "Green Circle Lobby" → follow the « EXIT wall arrows → shuttle station (a timer shows the next shuttle) → ride to Providence Platform → elevator → pick "August Dunlow Spaceport."
2-3. SYMBOL GLOSSARY
  • 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.
BASIC FLIGHT
3-1. FLIGHT KEYBINDS
ActionDefault key
Flight Ready (power on + ready engines)R
Throttle up / downW / S
Boost / afterburnerLeft Shift
Space brakeX
Landing gear / Landing ModeN
Quantum Travel - open & spoolB (tap)
Quantum Travel - engage jumpB (hold)
Scanning ModeV (older builds used Tab - verify)
Mining Mode (mining ships only)M
NOTE. Set a destination on the Starmap (F2) first, then tap B to spool and hold B to jump. Request launch / landing clearance through the mobiGlas Comms app at monitored ports.
DEPARTURE - HANGAR TO QUANTUM JUMP
D-1. GET THE SHIP & BOARD
  1. At an ASOP terminal (yellow kiosk), press FVehicles tab → select your ship → Retrieve. Note the hangar / pad number it assigns.
  2. Take the numbered elevator/transit to that hangar (hold F on the elevator to pick the number).
  3. Press F on the ship's ramp/door, walk to the pilot seat, press F to sit.
D-2. POWER ON - FLIGHT READY
Flight Ready powers the ship on and spins up the engines in one press (press again to power down). The default key is disputed across sources (plain R vs Right Alt + R), open Options → Keybindings → Flight and confirm/set "Flight Ready" (many players use plain R).
NOTE. Granular power toggles if you want them: Power All U, Thrusters I, Shields O, Weapons P. Normal ships need no separate ignition sequence. Flight Ready does it all.
D-3. REQUEST TAKEOFF (ATC)
Enclosed hangars and spaceports/stations keep their doors shut until you get clearance. Request it with Left Alt + N (the default), or through mobiGlas Comms (F11) → Landing Services or the ship's Comms MFD. Doors open automatically on grant. Open outdoor pads need no clearance - just lift off.
D-4. LIFT OFF
  1. Lift straight up on Spacebar (Strafe Up). Raise gear with N once clear of the pad.
  2. 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.
D-5. QUANTUM JUMP
  1. Fly a few km clear of pads/stations/planet (you can't quantum inside the restricted zone).
  2. Open the Starmap (F2), click your destination, Set Route, or in space tap B and pick a quantum marker directly.
  3. Point the ship at the quantum marker on the HUD (rotate to it if it's behind you).
  4. Tap B to spool the drive; keep the marker centered so it calibrates at the same time. Wait for "Quantum Ready."
  5. Hold B to jump. The drive accelerates, travels, and auto-stops at the destination.
NOTE. Calibration % is the drive locking its jump solution while you hold aim on the target, it climbs to 100% as your aim stays steady. Common failures: too close to a station/planet, path obstructed, out of quantum fuel (refuel at Cry-Astro / major ports), drive off or damaged, or you're not in the pilot seat.
SETTING A COURSE - STARMAP & CONTRACT ROUTES
C-1. STARMAP ROUTE
Open the map with F2, click a body/station (details show top-right), and hit Set Route / Set Destination. The first leg becomes your active quantum marker; on multi-hop routes the later waypoints queue automatically and advance as you arrive at each hop.
C-2. THE CONTRACT ROUTE THAT AUTO-POPULATES
This is the "route that fills itself in": accept a contract in mobiGlas (F1) → Contract Manager and its objective markers auto-populate onto your cockpit HUD and the Starmap, no manual plotting. In the Contract Manager's Accepted tab, make sure the contract is Tracked; tracked objectives drive the on-screen markers and sync to the Starmap. Fly to the highlighted marker (quantum to it if far), finish the objective, and the tracker advances to the next stop. Most contracts auto-complete and auto-pay.
COCKPIT SWITCHES & POWER
S-1. SYSTEM & POWER KEYS
FunctionDefault key
Power - all systemsU
Power - thrusters / shields / weaponsI / O / P
More power → weapons / engines / shieldsF5 / F6 / F7
Balance powerF8
VTOL toggleK
HeadlightsL
Scanning / pingV (hold to ping)
Landing gearN
S-2. BEST STARTER POSITIONS
  • 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).
NOTE. These positions are sensible defaults, not hard rules, all keys are rebindable and the power meta shifts with the engineering system.
LANDING - CLEARANCE TO TOUCHDOWN
  1. 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.
  2. Deploy landing gear / landing mode with N.
  3. 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.
  4. Auto-Land exists (hold once in landing mode near your assigned pad). , sources disagree (Hold Left Ctrl vs Hold N); confirm in Keybindings → Flight.
  5. Outposts / open pads: usually no Landing Services, just drop gear (N) and land on any free pad.
SHIP FIRES & THE FIRE EXTINGUISHER
CAUTION. Ship fires are real, they start from component malfunction, overheating, or combat damage, and they spread. Put them out fast.
MATERIAL - THE TOOL
  • APX Fire Extinguisher (handheld; ~1,000-1,150 aUEC)
  • Sold at general / cargo shops - Area18, New Babbage, Orison, Levski, station stores
HOW TO USE IT
  1. Carry the extinguisher; equip it to your hands (open inventory I / select it from your gadget slot).
  2. 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.
  3. It doubles as an EVA thruster in space, and refills from its canister magazine.
NOTE. There is no automated ship fire-suppression in 4.9: it's manual. An engineer can also vent the compartment (open it to space) to starve a fire.
GETTING A SHIP
4-1. STARTER GAME PACKAGES (real money)
Cheapest entry is the Citizen Starter Pack. Aurora MR/Mk II ($45), a forgiving starter with lifetime insurance; you can CCU-upgrade later. Other starter packs: Avenger Titan ($75), RSI Salvation ($75), Drake Golem ($75), Crusader Intrepid ($80), Gatac Syulen ($85), Cutlass Black ($125).
4-2. RENT OR BUY IN-GAME (aUEC)
Buy: New Deal (Lorville), Astro Armada (Area18), Teach's Ship Shop (Levski). Rent: Traveler Rentals (Area18 / Orison), Vantage Rentals (Teasa, Hurston). Both deliver the ship to any ASOP terminal. Rentals include full insurance for the term and the timer runs in real time even while you are offline.
4-3. ASOP, INSURANCE & CLAIMS
  • 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.
CAUTION. Claiming destroys anything inside the ship. Never claim a loaded ship.
HOME BASE BY CAREER
NOTE. Start in Stanton, not Pyro. Stanton is monitored, service-rich and lower-risk. Pyro is lawless and punishing for new players. The per-career picks below are community-consensus inference built on patch-stable geography, not hard 4.9 statements, confirm facility locations in-game.
CareerBest home baseWhy
Combat / bountyLorville (Hurston)Most central landing zone - short travel to system-wide bounties.
FPS / bunkersLorville (Hurston)Hurston & moons are the classic bunker cluster; widest weapon shops.
Hauling / tradingNew Babbage / Area18Dense commodity spread, strong trade terminals; 4.9 sped up freight.
MiningNew Babbage / Area18Adjacent refinery decks; Aaron Halo belt sits between the planets.
SalvageStanton hub + Grim HexWrecks nearby and an Admin/cargo deck to sell RMC.
STARTER MISSIONS BY CAREER
NOTE. Take contracts in mobiGlas (F1) → Contract Manager → Available → Accept. Markers appear on your HUD and Starmap.
  • 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.
MATERIAL LIST - HAND MINING
  • Greycat Pyro RYT Multi-Tool
  • OreBit Mining Attachment (~320-390 aUEC; Cubby Blast / Platinum Bay)
MATERIAL LIST - HAND SALVAGE
  • Greycat Pyro RYT Multi-Tool
  • Cambio-Lite SRT salvage attachment
  • Empty RMC canisters (Dumper's Depo / Cousin Crow's)
MAKING MONEY - RANKED FOR A NEW PLAYER
NOTE. The aUEC/hour figures below are community 2026 / 4.8-era estimates, not official 4.9 numbers. The ranking logic (risk, capital, skill floor) is solid; the exact rates are not guaranteed.
  1. 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.
  2. Bunker (FPS) missions. ~30-60k/hr, cheap gear, moderate difficulty; teaches FPS and loot.
  3. 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.
  4. ROC / hand mining. ~100-200k/hr, ~170k for a ROC + transport; calm, moderate skill.
  5. Salvage (Vulture). Strong, relaxed income once you own or rent a Vulture; needs capital.
  6. Ship mining (Prospector / MOLE). Highest solo ceiling (~200-400k/hr) but ~2M+ capital and a steeper learning curve. 4.9 buffed mining lasers ~20%.
BOTTOM LINE. Run delivery / hauling contracts first, cheapest, safest, and 4.9 made hauling faster. Bank ~100-200k, then branch into whatever loop you enjoy, and only buy an industrial ship (Prospector / Vulture) once you have both the capital and the skills. Combat guides that quote ~1M/hr assume upgrades and piloting you will not have on day one, treat that as a later goal.
SOURCES
Verified against: SC Wiki (Alpha 4.9 update, New Player Guide, Guide:Controls, Ship Insurance, OreBit); RSI official (4.9 patch notes, "Now Leaving" city walkthroughs for Lorville / Area18 / New Babbage / Orison, Buying Ships with aUEC); scfocus (release dates & ship prices); StarCitizenHelp (keybinds, transit, ASOP, missions, quantum travel, ship equipment); RSI KB (how to land / quantum travel / ATC, missions & contracts); Star Docs (exit hangar, landing/ATC); SC Wiki (Guide:Quantum Travel, APX Fire Extinguisher); Cornerstone Finder (extinguisher price/shops); and current 2026 guides. Patch confirmed: Alpha 4.9 LIVE, 15 Jul 2026. Two default keys are flagged VERIFY (Flight Ready, Auto-Land) because current sources conflict.
SR-5 · CMDGLAS CHAT ETIQUETTE
Game & org channels, a social channel for the rest, and the conduct rules that hold in all of them.
AUTO-MODERATED. The code of conduct below applies in every channel, the social channel included. If a message breaks it, the bot deletes the whole message and posts a link to SR-5 in its place, no one ever sees the original, only the rule it broke.
CODE OF CONDUCT - FORBIDDEN
• Real-world politics of any kind - politicians, dictators, fascists.
• 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.
CHANNELS - WHERE YOU CAN TALK
Game & org channels - keep it on-task: coordinating ops, trading, questions, and helping the org.
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.
NOTE. There is never a piracy / pirate-chat channel. Report sightings, blockades, and interdiction points in #report-a-pirate.
CONSOLE COMMANDS
i
The console is a built-in text box where you type engine commands, the most common use is turning on an FPS/performance overlay. These are CIG's own commands (config-level), not injection or an overlay app, so they don't trip anti-cheat.
CONSOLE - QUICK REFERENCE
Star Citizen Alpha 4.9 - open it, read your FPS, tidy your visuals, back up your binds
Tagging: documented on the SC Wiki · commonly used, confirm the exact spelling in-game. Console commands are engine defaults and change rarely, but CIG can rename them, if one does nothing, check the SC Wiki console page.
1 · OPENING THE CONSOLE
  1. In-game, press the ~ key (tilde / grave, top-left of the keyboard under Esc).
  2. The console + game log opens. Type a command and press Enter.
  3. Press ~ again to close it.
NOTE. Most display commands (the FPS overlay, motion blur, etc.) work as soon as you open the console. A handful are restricted, see the last section.
NO DANGER. These are CIG's own config commands, no injection, no third-party overlay, nothing anti-cheat targets. The worst a display command does is clutter your screen; set it back to 0 to clear it.
2 · BEST COMMANDS TO KNOW
PERFORMANCE & DISPLAY
CommandWhat it does
r_DisplayInfo 1FPS + basic info overlay. The single most-used command.
r_DisplayInfo 2Adds session / shard / CPU info.
r_DisplayInfo 3Adds RAM / VRAM usage.
r_DisplayInfo 0Turns the overlay back off.
r_DisplaySessionInfo 1Shows your shard/build info (top-right) for bug reports.
r_MotionBlur 0Turns 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 / 1V-Sync off / on.
sys_maxFps 60Caps your framerate (replace 60 with your target; default is uncapped).
DEVICES & KEYBINDS
CommandWhat it does
i_DumpDeviceInformationLists every input device the game sees (sticks, throttle, pedals, gamepad, eye tracker), handy for the Devices page.
pp_rebindkeys export all myBindsExports your keybinds to a file (myBinds.xml) you can back up.
pp_rebindkeys myBindsImports keybinds from that file.
pp_ResortDevicesFixes joystick / device assignment order when the game shuffles them.
quitCloses the game immediately.
NOTE. There is no reliable console command to un-stick a ship or fix a T-pose. Use the in-game respawn (hold Backspace) or claim the ship at an ASOP terminal instead, and remember claiming destroys anything inside it.
3 · RESTRICTED COMMANDS
A few commands are locked on live servers. To enable them, make a text file named USER.cfg in your ...\\Roberts Space Industries\\StarCitizen\\LIVE folder containing one line:
  • Con_restricted = 0
CAUTION. Editing USER.cfg is a config change (allowed), but only add lines you understand. The display/FPS commands above do not need this - they work by default.
SOURCES
SC Wiki - Console commands & Guide:Troubleshooting Game Performance; RSI Knowledge Base. Create/export/import custom profiles. Verify exact spelling in-game (Options → the console itself) if a command does nothing.
Tablet Capabilities
Everything CmdGlas can do, and how. It runs on your own PC, reads your own files, and never writes to the game.
It Plans Your Runs
Buy route plannerOne tap on the BUY tab builds the fewest-stops shopping run for everything on your buy list - every stop with per-item listed aUEC prices and a run total (community shop data via your control server).
Gather route plannerOne tap on the GATHER tab sorts your mining/harvest list into a location-by-location run using verified yield rates, with SHIP/FPS method tags per material.
Pin any stopTap an item in a planned route to see its other shops or mining spots and pin one - the rest of the route re-optimizes around your pin; AUTO hands it back.
Price honestyItems listed cheaper elsewhere are flagged on the route, items with no data land under CHECK MANUALLY - nothing is guessed.
Carts everywhere in the ship builderEvery slot and component box has a cart: tap to add the part to the buy list (with its Smart Citizen CIV/MIL - size - grade chip), tap again to recall it.
It Remembers
Your notes, lists and picks persistNotepad, gather list, buy list, blueprint selections and inventory are still there next session - and next patch.
Everything is cross-pageSend blueprints from Blueprints and they appear in the Craft Calculator and the HUD's Gather list. One store, many views - nothing is typed twice.
PC and iPad buildsThe same tablet, sized for each: the iPad keeps 44px tap targets and its own notch handling.
Cross-device syncNotes, gather and buy lists, craft picks, blueprints, reputation and inventory move between PC and iPad through the control server on your own machine. Zoom and theme stay per-device on purpose, the iPad wants its own. Verified end-to-end 2026-07-16.
It Reads Your Actual Setup
Your real keybindsRead from the profile Star Citizen itself exports, not a list someone typed. Whatever you bound is what it shows.
Your joystick binds tooHOTAS bindings are read alongside keyboard. Your rudder, throttle and stick are not invisible here.
Your devices, discoveredVKB, VIRPIL, Logitech, Thrustmaster, anything, the game names them in its own export, so there is no vendor list to fall out of date.
Peripheral profiles, regeneratedStream Deck, VoiceAttack and Azeron import files are rebuilt from your newest export, so they follow your binds instead of drifting from them.
It Stays Current
The live patch, derivedThe build number comes from the live feed, not a value somebody remembered to update.
Live commodity pricesPulled from UEX, with the age of every price shown so you can judge it.
It tells you what it doesn't knowEvery claim is tagged VERIFIED, COMMUNITY or UNCONFIRMED, and stamped with the patch it was confirmed on. Confidence is a feature; false confidence is a bug.
It Stays Out Of The Way
Pop-out pillsUndock the STATUS, ACCOUNT, SEARCH or COMMS pill into its own always-on-top window on a second monitor; RTB snaps it back.
Basic or ExpertRead the space manual, or the full tables. Your choice, per page.
Yours to arrangeTen colourways, per-page zoom, draggable pop-out pills. It should look how you want at 2am.
It Doesn't Touch Your Game
Read-only where it countsIt will not add to or change your game files. Your in-game keybind list is never edited. Verified against this app's own source code, not merely promised.
You choose what it buildsThe only files it ever creates are peripheral binding profiles, in their own folders, when you ask. Mouse and keyboard only? Tick nothing and it writes nothing at all.
Nothing that trips anti-cheatNo injection, no overlay hooks, no automation of the game. It is a second screen reading a file.
A Different Job To mobiGlas
mobiGlas lives inside the fictionIt is in the game, in-universe, on a wrist, with an immersion budget and a ship date. That is a genuinely harder brief than this one.
This lives on your deskA second screen has no immersion to protect and no lore to obey. It can be a spreadsheet when a spreadsheet is what you want, and it can stay open while you fly.
So they are not competingThis exists to do the paperwork, so the mobiGlas can stay the thing you use in the cockpit. If CIG ever ships this in-game, that is a good day, it means nobody needs a second screen.
It Helps You Fly Together
COMMS page - party upAdd friends the reliable way (through RSI Spectrum, since the in-game list is flaky past "F"), then follow the in-game steps to invite them to your party.
Org chat & rolesJump to your org's Spectrum, and pick the job you want, or leave it "Undecided" for your commander to assign.
Meeting pointA searchable rally-point picker, the four cities, each planet's main station, Grim HEX and every Lagrange rest stop, so the whole party or org flies to the same spot. Copy it straight to chat.
It Lives On Your Desk With You
Day or night, anywhereType any of 498 Stanton outposts and see whether it is day or night there right now, with the next sunrise / sunset in your local 24-hour time.
Watch or just listenAn embedded Twitch player and your own Spotify now-playing, both inside the tablet, keep an eye on a stream or your music while you fly.
Your account at a glanceCrimeStat badge and handle in the account pill, so you can see your standing without leaving the tablet.
A setup guide that follows youA floating Welcome / Set-Up page you can pin open and follow along while you set the tablet up, and it opens with the fact that you need no download at all just to try it.
Find the projectX and Discord links sit at the bottom centre, by the CmdGlas wordmark.
The honest part. Almost everything above is built on the outside: files the game writes on your PC, a community wiki API, and prices other players typed in. There is no official Star Citizen API to ask, so nothing here is fed by the game directly, which is exactly why every figure carries a source tag instead of a confident face.

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).
DO NOT SUBMIT, PROMOTE OR DISTRIBUTE GLITCHES, CHEATS AND EXPLOITS - verified legitimate fixes and techniques only.
TROUBLESHOOTING
Pick an activity. Every tip is tagged VERIFIED (CIG says so) · COMMUNITY (players found it) · UNCONFIRMED, and stamped with the patch it was confirmed on, because tips rot.
SHOW STOPPERS
The current top progression-blocking bugs in Alpha 4.9, from CIG's official Known Issues list (last updated 16 Jul 2026, build 4.9.0-LIVE). Each names the loop it breaks and any known workaround. Open CIG's live Known Issues ↗, always check there for the newest, since this list is a stamped snapshot.
1 Inventory items silently swapped for fire extinguishers CONFIRMED
Blocks: any loop - inventory, loadout, consumables
After the patch, random items in your inventory can turn into fire extinguishers, wiping gear you needed before you even start an activity.
Workaround: None yet - CIG is still collecting data (Issue Council STARC-214845).
2 Inventory and hand-held items lost after the patch CONFIRMED
Blocks: any loop - inventory persistence
Items disappear (including anything held in-hand at logout). Losses can be large and CIG Support cannot restore them.
Workaround: Items held in hand are sometimes recoverable from your hab bed; otherwise none (STARC-194626).
3 Refinery work orders won't start at the kiosk CONFIRMED
Blocks: mining / refining - the payout step
The quotation panel vanishes and the refining order won't begin, so mined ore can't be processed or sold.
Workaround: Move your ore pods into local inventory first, then start the order (instead of pulling from the stored ship).
4 Mining gadgets won't deploy while in EVA CONFIRMED
Blocks: hand / FPS mining
Consumable mining gadgets can't be placed during EVA, blocking optimal rock cracking. Patch notes list this as fixed, but players report it still happening.
Workaround: None.
5 Rented ships don't appear at ASOP terminals CONFIRMED
Blocks: ship claiming / rentals - getting into a ship at all
Rental ships fail to show at the terminal, so you can't spawn them to begin any loop.
Workaround: Restart your router and flush your DNS.
6 Storing a ship at Area18 traps you in "Repositioning Player" CONFIRMED
Blocks: ship storage / station turnaround
Storing at the Area18 ASOP can lock you in a stuck state where Backspace and respawn stop responding.
Workaround: Exit to the main menu and rejoin.
7 Repair / Refuel / Restock missing at service points CONFIRMED
Blocks: resupply - gating cargo, combat and mining runs
The service options don't appear in your mobiGlas, so you can't rearm, refuel or repair to keep going.
Workaround: Wait for the hangar doors to close, then close and reopen mobiGlas; or wait a few minutes after landing and reopen the Landing Services app.
8 Some ships never finish repairs after losing thrusters CONFIRMED
Blocks: ship maintenance / repair
Ships that lose a thruster (with landing gear beneath it) can get stuck on "processing" forever, leaving the ship unrepairable.
Workaround: None once it happens - only prevention.
9 "Repel Raid on Orison" enemies don't spawn CONFIRMED
Blocks: missions / bounties (Crusader Security)
The enemies never appear, so the mission can't be finished, and abandoning it damages your Crusader Security reputation.
Workaround: Don't accept this mission.
10 "Evict Illegal Occupants" targets don't spawn CONFIRMED
Blocks: missions (derelict outpost contracts)
The occupants you're sent to clear never spawn, so the contract can't be completed.
Workaround: None.
All ten are on CIG's official Known Issues list CONFIRMED. There is no public bug-tracker feed to pull live (the Issue Council needs a sign-in), so this is a hand-checked snapshot, flag it for an update after a new patch or hotfix.
COMMUNITY FIX - 4.9 RECO SCANNING CONTRACT
A community-reported progression bug that is not on CIG's official Known Issues list. Found and explained by MrKraken. Watch MrKraken's video ↗
! RECO scanning contract won't register the scan COMMUNITY
Blocks: RECO research / scanning contracts
The new auto-scan-on-ping feature can fail to register when you are close to the target asteroid cluster, leaving the contract stuck with no completion (a server desync). Per MrKraken.
Workaround - do in order:

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.
BY ACTIVITY
Found a fix that works? Send it in and it gets sourced, tagged and added here for everyone.
sent to the CmdGlas team for review
FactionCurrent TierCurrent XP/PointsNext-Tier CutoffNotes
MISSION CHECKLIST ยท GEAR BEYOND SHIP+GUNi
Gear shown is what to bring beyond your ship and standard sidearm/rifle. Confirmed against starcitizen.tools wiki + community guides for 4.8.x. Tick HAVE IT when you already own or have staged the gear, state persists on this device. Tap why on any row for the reason that gear is needed.
0 / 0 missions geared
HAVE IT Mission Type Gear Required (beyond ship + standard gun) Why Source Conf.
Confidence: HIGH = direct wiki/patch evidence ยท MED = community guide ยท UNV = unconfirmed, user-flagged term not found in wiki.
RAYARI · HARVESTABLE & MINEABLE ATLAS
Deep-research rebuild 2026-07-08 · dataset: api.star-citizen.wiki game extract 4.8.2-LIVE.12030094 (this dataset is NOT current โ€” as of 30 JUL 2026 the same API reports 4.9.0-LIVE.12232306 on /vehicles. The /commodities endpoint carries no version field at all, so this harvest extract cannot self-stamp and is still the 2026-07-08 pull. Prices below were re-pulled live; locations were not.). Location %s fetched live, never from memory. grp% = chance that rarity group spawns at the body; eff% = grp × the item's share. This section supersedes the location notes in the META tab.
SECTION 1 - HARVESTABLES & COLLECTIBLES (TOP 2 LOCATIONS)
ItemMethod#1 Location#2 LocationBest Sell (UEX 4.8.2)Confidence
ProtaWild harvest - slime mold, acid biomesArial (Hurston moon) - 35% spawn, big clusters of 5-10, planet-wideHurston - 24.4%, clusters 2-3 (coastline ×4 / acidic ×2 bonus). Guaranteed cave sites: HDSF-Adlai, Onyx S1A7 (Arial), Derelict Outpost (Vuur, Pyro) - 50%, 1h respawn76,000 @ Levski (07-08)CONFIRMED
Amioshi PlagueWild harvest - lichen in rock cracksJumptown (Daymar) - 60%, 1h respawnAshland (Ignis, Pyro) - 60%. Also HDSF-Adlai, Raven's Roost (microTech), Vivere PAF-II (Aberdeen), Onyx S2A5/S1C7/S1D7/S4C624,000 @ Rayari McGrathCONFIRMED
Heart of the WoodsWild harvest - trees/decaying logs, cold climatesmicroTech - 24.7%None - single-body item in 4.8.x data; a second location does not exist38,000 @ Admin - Ruin Station (UEX, pulled 30 JUL 2026, 0.7d old, 7 terminals)CONFIRMED (single)
Sunset BerriesWild harvest - cold climatesmicroTech - 24.7%None - single-body item in 4.8.x data89,000 @ Sacren's Plot (best terminal CHANGED from Rayari Deltana) (UEX, pulled 30 JUL 2026, 4.1d old, 12 terminals)CONFIRMED (single)
Ranta DungGround pickup - cave/outpost loot poolsHDSF-Adlai (Hurston) / Jumptown (Daymar) - 70%, 1h respawnAshland (Ignis, Pyro) - 70%. Also ArcCorp SP-087 (Wala), Onyx S1C7/S1D7, Vivere PAF-II42,000 @ Shepherd's Rest (was listed 46,000 โ€” corrected) (UEX, pulled 30 JUL 2026, 6.7d old, 10 terminals)CONFIRMED
Revenant PodWild harvest - revenant treesDaymar - 100%Hurston - 14.6% (wiki also lists Aberdeen, no %)11,000 @ SeraphimCONFIRMED
Cave Kopion HornCreature drop - kill Cave KopionHurston sand cavesBloom (Pyro III) sand cavesNo UEX offers - Wikelo turn-inCONFIRMED (no % for creatures)
Tundra Kopion HornCreature drop - Tundra KopionmicroTech grasslands beside the snow lowlandsNone sourcedWikelo turn-inCONFIRMED
Irradiated Kopion HornCreature drop - Irradiated KopionOnyx Facility radiation zonesNone sourcedWikelo turn-inCOMMUNITY
Marok GemCreature drop - marok birds (gizzard)microTech lush/forest - Dunboro area (4.1-era evidence - STALE)None 4.8-sourced63,000 @ Admin - MIC-L4 (UEX, pulled 30 JUL 2026, 1.9d old, 15 terminals)COMMUNITY/STALE
Yormandi Eye / TongueCreature drop - Yormandi bossOnyx Facility - Site B (enter via Research Sector B)None - single source by designWikelo "Want Better Eyes" (2×)CONFIRMED
Valakkar PearlCreature loot - valakkar hideMonox (Pyro II) - invasive populationDaymar - standard arid-world valakkarWikelo/barterCONFIRMED
Irradiated Valakkar PearlCreature loot - irradiated valakkar (all grades)Pyro IV - Lazarus facilities, Storm Breaker chain (community route)Pyro I radiation storms (wiki claim - page flagged outdated)Wikelo/barterSOURCES CONFLICT - both shown
CariniteNOT FPS-minable in 4.8.2 data - harvestable onlyAberdeen & Daymar caves (Hathor laser sites) - old wiki citeNone currentโ€”COMMUNITY
New 4.8 items, no location data yetDecari Pod, Wuotan Seed, Stone Bug Shell, Jumping Limes, Lunes, Atacamite, Carinite (Pure), AcryliPlex Composite, Diluthermex, listed in-game on UEX, zero published locationsโ€”UNCONFIRMED
SECTION 2 - FPS / HAND-MINABLE GEMS (ONLY 4 EXIST IN 4.8.x - API-VERIFIED COMPLETE SET)
GemShare of FPS rolls#1 Location#2 LocationConfidence
Aphorite~57-61% (most common)Unoccupied-outpost caves - 60%, 1h respawn: Ashland (Ignis), Derelict Outpost (Fuego), HDSF-Adlai, Onyx S2A5/S4C6, Raven's RoostmicroTech + moons (Calliope/Clio/Euterpe) and ArcCorp moons (Lyria/Wala) - 25% planet-wideCONFIRMED
Dolivine~35-37%Same outpost caves - 60%: HDSF-Adlai, Jumptown, Onyx S1C7/S1D7/S2A5/S4C6, Raven's Roost, Vivere PAF-IIAll Stanton bodies - 25% planet-wide (best share at microTech/ArcCorp group)CONFIRMED
Hadanite6%Outpost caves - 60%: Onyx S2A5 (Cellin), Onyx S4C6 (Euterpe), Raven's Roost, AshlandHurston + moons and Crusader moons - 25% (NOT on microTech/ArcCorp bodies)CONFIRMED
Janalite2% (rarest)Same 10 outpost caves - 60%, 1h respawnmicroTech/ArcCorp bodies only - 25%CONFIRMED
SECTION 3 - ROC / GROUND-VEHICLE GEMS
Gem#1 Location#2 LocationConfidence
FeynmalineFuego, Ignis, Pyro IV, Terminus (Pyro) - 25%Aberdeen (Stanton) - 12.5%CONFIRMED (GV-only)
GlacositeAdir, Monox, Vuur (Pyro) - 25%Euterpe (Stanton) - 12.5%CONFIRMED (GV-only)
BeradomBloom, 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 sourceUNCONFIRMED
SECTION 4 - SHIP-MINEABLE ORES (TOP 2 BY EFFECTIVE SPAWN %)
Ore#1 Location#2 LocationNotesConfidence
QuantaniumStanton asteroid Mining Bases (51 sites) - eff 0.6%Stanton moons (Aberdeen/Arial/Lyria etc.) - eff 0.12%Legendary; 2-rock clustersCONFIRMED
BexaliteCRU-L1 / CRU-L2 / HUR-L3 halos - eff 5.4%ARC-L5 / CRU-L4 / MIC-L3 - eff 2.7%RareCONFIRMED
TaraniteARC-L1/L2/L4, HUR-L2 - eff 2.7%Pyro VI L1โ€“L5 - eff 1.8%Rare; absent from CRU-L1/L2/HUR-L3CONFIRMED
GoldCRU-L1 / CRU-L2 / HUR-L3 - eff 5.4%ARC-L5 / CRU-L4 / MIC-L3 - eff 2.7%RareCONFIRMED
AgriciumCRU-L1 / CRU-L2 / HUR-L3 - eff 8.55%ARC-L5 / CRU-L4 / MIC-L3 - eff 4.27%UncommonCONFIRMED
TitaniumCRU-L1 / CRU-L2 / HUR-L3 - eff 8.55%ARC-L5 / CRU-L4 / MIC-L3 - eff 4.27%UncommonCONFIRMED
TungstenARC-L1/L2/L4, HUR-L2 - eff 4.27%HUR-L1/L4 + Pyro III L1โ€“L5 - eff 2.85%Uncommon; 18 locations totalCONFIRMED
IronCRU-L1 / CRU-L2 / HUR-L3 - eff 5.37%Terminus (Pyro) - eff 4.1%Common; Terminus has best shareCONFIRMED
CopperCRU-L1 / CRU-L2 / HUR-L3 - eff 5.34%Terminus (Pyro) - eff 4.1%CommonCONFIRMED
AluminumStanton Mining Bases (51 sites) - eff 3.09%ARC-L1/L2/L4, HUR-L2 - eff 2.67%CommonCONFIRMED
BerylARC-L3 / CRU-L5 / MIC-L4 - eff 1.8%Stanton Mining Bases - eff 0.6%Rare; not at the big L1/L2/L3 halosCONFIRMED
BoraseCRU-L1 / CRU-L2 / HUR-L3 - eff 5.4%ARC-L5 / CRU-L4 / MIC-L3 - eff 2.7%RareCONFIRMED
HephaestaniteStanton Mining Bases - eff 3.09%Ignis / Vatra (Pyro V moons) - eff 2.7% (highest raw share 36%)CommonCONFIRMED
LindiniumGlaciem Ring (Nyx) - eff 1.0%Keeger Belt (Nyx) - eff 1.0%Epic; ONLY 2 locations, Nyx-exclusiveCONFIRMED
SavriliumGlaciem Ring (Nyx) - eff 0.2%Keeger Belt (Nyx) - eff 0.2%Legendary; ONLY 2 locations, Nyx-exclusiveCONFIRMED
StileronAkiro Cluster + Pyro remote mining bases - eff 0.2%Bloom / Monox / Pyro I / Pyro IV / Terminus - eff 0.15%Legendary; Pyro-exclusiveCONFIRMED
RicciteAkiro Cluster + Pyro remote mining bases - eff 1.0%Adir / Bloom / Ignis / Terminus / Vatra - eff 0.75%Epic; Pyro-exclusiveCONFIRMED
OuratiteTerminus (Pyro) - eff 2.0% (unique #1)Aberdeen / Arial / Hurston - eff 0.6%Epic; only 4 locations totalCONFIRMED
ToriteAkiro Cluster (Pyro) + Glaciem Ring / Keeger Belt (Nyx) - eff 2.85%CRU-L3, HUR-L5, MIC-L1/L2/L5 - eff 2.13%UncommonCONFIRMED
Pressurized IceCRU-L1 / CRU-L2 / HUR-L3 - eff 5.34%Terminus (Pyro) - eff 4.1%Common; data via Raw Ice (refines to Pressurized Ice)CONFIRMED
Sources: PRICES re-pulled 30 JUL 2026 from the uexcorp 2.0 API (/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.
Rebuilt 2026-06-01 from primary sources only (UEX commodity pages + starcitizen.tools wiki). Sell prices are player-reported on UEX and change continuously, treat as approximate. UNCONFIRMED = no citable source found. Respawn timers are UNCONFIRMED for ALL items, no fetched source states one. Codes shown are the real UEX codes (prior labels AMIO/PROTA/RANTA/REVE/MAROK/SUNS were not the actual codes).
ItemUEX CodeHarvest MethodWhere FoundBest Sell (UEX)Status / Source
Amioshi PlagueAMIPWild harvest - lichen in rock cracks (wiki)UNCONFIRMED - planet not stated24,000 UEC @ Rayari McGrath Research Outpost (UEX, pulled 30 JUL 2026, 4.7d old, 9 terminals)CONFIRMED
Heart of the WoodsHOTWUNCONFIRMEDUNCONFIRMED38,000 UEC @ Admin - Ruin Station (UEX, pulled 30 JUL 2026, 0.7d old, 7 terminals)PARTIAL
ProtaPROTUNCONFIRMEDUNCONFIRMED76,000 UEC @ Levski (UEX, pulled 30 JUL 2026, 0.1d old, 11 terminals)PARTIAL
Ranta DungRANDCreature dung pickup - implied by name, not statedUNCONFIRMED42,000 UEC @ Shepherd's Rest (UEX, pulled 30 JUL 2026, 6.7d old, 10 terminals)PARTIAL
Revenant PodREVPUNCONFIRMEDUNCONFIRMED11,000 UEC @ Admin - Seraphim (UEX, pulled 30 JUL 2026, 0.4d old, 6 terminals)PARTIAL
Sunset BerriesSUNBUNCONFIRMEDUNCONFIRMED89,000 UEC @ Sacren's Plot (UEX, pulled 30 JUL 2026, 4.1d old, 12 terminals)CONFIRMED (code corrected SUNS→SUNB)
Cave Kopion HornCAVEKCreature drop - killed Cave Kopion (wiki)Sand caves on Hurston & Bloom (wiki)No UEX offers (0 supply/demand)PARTIAL
Marok GemMARGCreature drop - from Marok (wiki)"near lush, green environments" (wiki; no planet)63,000 UEC @ Admin - MIC-L4 (UEX, pulled 30 JUL 2026, 1.9d old, 15 terminals)PARTIAL
Yormandi Eyen/a (not on UEX)Creature drop - downed Yormandi (wiki)Site B, Onyx Facilities (wiki); turn-in: Wikelo EmporiumNot a UEX commodityPARTIAL - wiki only
"VALAK_J" (label)n/aCreature drop - Valakkar (wiki)UNCONFIRMEDNot a UEX commodityUNRESOLVED - no exact item; maps to Valakkar Pearl/Fang family
"BORE" (label)โ€”โ€”โ€”โ€”NOT FOUND - no 4.8 harvestable by this name (only ore "Borase" / gadget "BoreMax")
"IRRPEARL" (label)n/aCreature drop - irradiated Valakkar skin (wiki)UNCONFIRMEDNot a UEX commodityPARTIAL = Irradiated Valakkar Pearl (graded; wiki only)
Sources: UEX (uexcorp.space/commodities), codes & sell prices; starcitizen.tools wiki, descriptions, harvest method, locations.
⚠ Three of the original 12 labels did not resolve to a single 4.8 harvestable: BORE = NOT FOUND; VALAK_J and IRRPEARL map to the wiki-only Valakkar Pearl/Fang family (not UEX commodities). Yormandi Eye is wiki-only (turn-in at Wikelo Emporium), not a UEX commodity.
RESOLVED 30 JUL 2026. Ranta Dung, Revenant Pod and Marok Gem were flagged here because their prices came off UEX pages rendered from an older 4.7.x cache. All three were re-pulled today straight from the UEX 2.0 API, which reports live 4.9 / ptu 4.10.0. Revenant Pod (11,000 @ Admin - Seraphim) and Marok Gem (63,000 @ Admin - MIC-L4) both confirmed unchanged. Ranta Dung was wrong โ€” 42,000, not 46,000 โ€” now corrected. Every price row carries its own pull date and how stale UEX's own reading is.
SCMDB.NET ↗WIKELO ↗
STAR CITIZEN · MINIMUM vs RECOMMENDED · 4.9 LIVE
PartMinimumRecommended
CPUQuad-core i7 Haswell / Ryzen 5 - AVX2 + FMA3 requiredi7-12700K / Ryzen 7 5800X3D or better
GPUGTX 1060 / RX 580 · 4 GB VRAMRTX 3070-3080 / RX 6700 XTโ€“6800 XT · 8 GB+ (12 GB for 4K)
RAM16 GB (32 GB practical)32 GB
Storage100 GB SSDNVMe SSD · 3000 MB/s+
OSWindows 10 / 11 64-bit
Single-core speed beats core count. SC uses 20-25 GB RAM per session, 32 GB is the real floor. Pre-Haswell CPUs won't launch (hard AVX2 gate). Verified via RSI Knowledge Base + community, 2026-07.
YOUR BUILD
TEXT & LOCALIZATION TOOLS (OPTIONAL, FREE)
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Both tools below only edit Star Citizen's on-screen text (the localization file the game reads). They run offline, do not inject into or overlay the game, and use the customization CIG has said is intended / allowed, so they are not the kind of tool anti-cheat targets. Neither touches your account or ship data.
are these safe? - anti-cheat & privacy
SMART CITIZEN - LOCALIZATION EDITOR
A free desktop app that edits the game's text: rename missions, show real reputation ranks instead of "Tier 1", and clean up labels. It edits the localization file only - no injection, no overlay.
GET IT
SMART CITIZEN · RELEASES ↗ grab the newest version at the top
INSTALL & USE
1. Open the Releases page above (link).

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
MrKraken's ready-made set of text replacements, a community quality-of-life pack that relabels confusing in-game text for you. Same localization system as Smart Citizen; no editing required, just drop it in.
GET IT
INSTALL
1. Open the StarStrings GitHub page above (link).

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.
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DRAG THE ⋮⋮ grip (or the title) to move a panel, drop it on any cell, including empty ones. Resize by dragging a panel's right edge (wider), bottom edge (longer), or bottom-right corner (both / diagonal). HIDE collapses a panel. Panels shove each other down rather than overlap. Everything saves automatically.
how panels work & resize PANELS:
MEDICAL SPACE MANUAL NEW
Pens · MedGun · LifeGuard · MedBeds · respawn · blood drug level · refills · prices. Alpha 4.9. Every figure is sourced and tagged; unconfirmed items are flagged. Prices drift - confirm in-game.
TREATMENT TIERS - READ FIRST
A bed or facility must MATCH OR EXCEED the injury tier for a full cure. A lower tier only stabilises you for transport. [VERIFIED]

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
All are CureLife single-use injectors (not refillable - re-buy or loot). [VERIFIED]

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
Every drug pen raises BDL. Rising BDL = slower movement, blurred vision, weapon sway, erratic piloting. At 100% you OVERDOSE and take damage. [VERIFIED]

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
CureLife, Size 1 handheld. Heals 10 HP/sec at 1.5 m range and shows patient vitals. [VERIFIED]

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
Greycat attachment for the multitool. Heals players/NPCs at a distance with Hemozal ONLY. [VERIFIED]

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
Bed tiers (MrKraken 4.9 one-page guide): [COMMUNITY]
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)
Sold at Stanton / Pyro / Nyx pharmacies: Area 18, New Babbage, Lorville, Orison, GrimHEX, ARC-L1/L4, Port Tressler, CRU-L1. [VERIFIED]

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)
MedPens / drug pens - single-use, NOT refillable. Re-buy or loot. [VERIFIED]

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
Wiki-confirmed: C8R Pisces - 1× T3 [VERIFIED] · Cutlass Red - 2× T3 [VERIFIED]

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
[VERIFIED] = starcitizen.tools / CIG (Medical, Drug pens, ParaMed Medical Device, LifeGuard, MedBed, Hospital) and api.star-citizen.wiki.
[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.
SC SERVER STATUS
checking...
PC / CONTROL SERVER
checking...
SHARD HEALTH
no reading yet
BEST HAUL RIGHT NOW
checking...
GATHER LIST - crafting mats
sorts every material below into a location-by-location run
BUY LIST - ship loadout
DEFAULT KEYBINDS (MIN)
NOTEPAD saves as you type
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These three open your device pages, live keybind + sync status for your Stream Deck, keybinds, and VoiceAttack setup.
MY PERIPHERALS - what you own i
Reads whatever sticks / gamepads your browser can see right now via the standard Gamepad API: it does not touch Star Citizen, inject, or overlay anything, so it is anti-cheat-safe. It will not name devices as precisely as SC's own control-map export (the DETECTED DEVICES panel does that). A browser only reveals a controller after it has sent input, so if nothing shows, press a button on the stick and click again.
Inventory / reference only. Actual binding happens in the brand's app + Star Citizen's own control menu (both below).
DETECTED DEVICES - live from your game export READ-ONLY
Discovered from the newest 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.
loading...
BRAND CONFIG TOOLS - where you bind & calibrate
Official software pages (verified 2026-07-14). Opens in a new tab.
Any stick, any brand, can also be calibrated in Windows → joy.cpl (Set up USB game controllers).
SETTINGS & CURVES - FLIGHT TIPS
General setup method - exact curve values depend on your hardware + feel. Community-sourced, verified 2026-07-14.
Deadzone โ€” set only as much as needed so the axis rests at true center when released. Stiff spring / hard cam needs less; soft spring needs more.
Don't stack deadzones โ€” if your VKB/VIRPIL/brand software already applies a deadzone, set the in-game deadzone to 0 (and vice-versa).
Curves / exponent โ€” add an exponential response curve to soften the center for fine aim while keeping full deflection at the edges. Start subtle, raise to taste.
Saturation โ€” if the gimbal can't reach software max travel, lower saturation; raise deadzone until it always reports center at rest.
Bind only the axes you need, pitch, yaw, roll + strafe (fwd/back, left/right). Everything else goes on buttons.
ESP (Enhanced Stick Precision), SC's fine-aim assist near a target. Tune your sensitivity curve alongside it, not against it.
HOSAS vs HOTAS โ€” dual sticks (HOSAS) give full 6DOF strafe; HOTAS leans on throttle-managed flight. Bind to match your layout.
Save on-device โ€” VIRPIL / VKB / Azeron store profiles on the hardware, so binds survive a PC swap.
Tools: SC Launch Configurator (community, advanced per-axis curves) · Windows joy.cpl to confirm the OS sees full travel.
STAR CITIZEN CONTROL MAPPING
SC's keybindings live inside the game, no web link or URL can open them. Set bindings here:
Options → Keybindings → Advanced Controls Customization → [device / category]
To save or move a binding profile, SC reads/writes XML in this folder on the PC:
...\StarCitizen\LIVE\USER\Client\0\Controls\Mappings
In-game console (`): pp_rebindkeys export <name> writes the XML there; pp_rebindkeys <name> loads it back.
CRAFTING - SPACE MANUAL
HOW TO READ THIS. Crafting is new and CIG has published no 4.8-era guide. Their only official write-up is 4.7. So every line below is tagged: VERIFIED = official/primary source · COMMUNITY = credible but unofficial · UNCONFIRMED = nobody publishes it; do not bet aUEC on it.
A. THE LOOP
1. Buy an Item Fabricator (see C). Pull it from hangar storage at the freight console - search "FAB". [COMMUNITY]

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.
B. BIG ITEMS - SHIP COMPONENTS & SHIP WEAPONS
WHERE A FINISHED ITEM GOES: a completed craft is deposited into your LOCAL INVENTORY at the station or planet where you crafted it (the delivery location you chose). You do not carry it out of the fabricator by hand. [COMMUNITY: player-reported; confirm in-game]
Getting a large item out:

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]
C. WHERE TO BUY A FABRICATOR
One model exists: the RediMake Item Fabricator (KE Group). There are no fabricator tiers. [VERIFIED]
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]
D. ORE QUALITY → GEAR QUALITY
CORRECTION - this tablet previously had this wrong. The bands are driven by the ore's QUALITY value, not its DENSITY. Density isn't even a per-rock stat, a rock's stats are Mass, Instability and Resistance. "Density" in mining talk means how concentrated a material is at a location. The old "not resistance" half was right; the "density" half was a conflation.
Every resource carries a quality value 0-1000, and that value determines the traits of anything crafted from it. [VERIFIED - CIG, direct quote]
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]
BandSource rangeSnaps to (IRON)
10-399325
2400-599521
3600-699664
4700-799710
5800-899874
6900-949907
7950-998970
8999-10001000
TWO CAVEATS OR THIS TABLE WILL MISLEAD YOU:
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]
E. WHAT BANDS FOR MAX GEAR
q500 is the break-even. At 500 your crafted item matches what you'd buy off an NPC shelf. Below 500 you get penalties; above 500, bonuses. [COMMUNITY], note the number 500 appears nowhere in CIG's own guide; this is community-derived.

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 THING THAT ACTUALLY CHANGES HOW YOU MINE (synthesis, not a sourced claim):
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.
Rules of thumb: most rocks land 200-600; Stanton commonly 350-450; Pyro runs better; 800+ is rare and 900+ takes serious dedication. [COMMUNITY]
F. TRAPS & THINGS THAT AREN'T IN YET
Dismantling returns shop/loot items at default quality 500. Player-crafted items return the quality you built them with, but less of it, material is lost in manufacture and teardown. This is the only waste mechanic. [VERIFIED - CIG]

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]
YOU CAN CLOSE THE BIGGEST GAP YOURSELF. One screenshot of the fabricator's "delivery location" dropdown would settle the big-item question that no source on the internet currently answers. Snap it and this manual gets a verified section B.
BLUEPRINTSTAP + / โˆ’
MATERIALS ยท 0 BP SELECTED
Sources: 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.

SC SERVER ANALYZER

Star Citizen r_displayInfo health readout

Click, drag & drop, or paste (Ctrl+V) a screenshot

Drop a screenshot of the in-game r_displayInfo overlay here. If the numbers come out wrong, use "Paste Text" and type or paste them in instead.

Screenshot preview
Bulletproof mode. Use any text-from-image tool (Windows Snipping Tool → Text actions, PowerToys Text Extractor, phone Live Text, etc.) on the r_displayInfo overlay, then paste the resulting text here.
Analyzing...
At a glance
STREAM DECK XL - KEYBIND CATALOG
Reference for Azeron mirroring & SC in-game Keybindings. Update SC Keybindings menu to match these hotkeys for the buttons to work in-game.
Each row: col,row · label · hotkey · sc_action
MAIN PAGE 1 OnScreen Pages[0]
Cell Label Hotkey SC Action
5,1Pwr Thrstrs OFFCtrl+Alt+Iv_power_set_thrusters_off
1,3Flight ReadyRv_flightready
NOTE: Most other cells already bound, nav, or external.
MAIN PAGE 2 OnScreen Pages[1] - Ship Controls
Cell Label Hotkey SC Action
2,0Exit SeatShift+Backspacev_eject
3,0Flight โ€” NAV modeCtrl+Ev_master_mode_set_nav
0,1Master ModeAlt+Shift+1v_master_mode_cycle_long
1,1LandingGv_toggle_landing_system
6,1All Port LockCtrl+Iv_lock_all_ports
1,2FlightRv_flightready
2,2Gear UpAlt+Shift+Gv_retract_landing_system
3,2LightsAlt+Lv_lights
4,2V-TOLVv_vtol_toggle
5,2Engine โ€” Engine ignitionRv_flightready
6,2ATCAlt+F9v_atc_request
7,2CruiseShift+Sv_ifcs_speed_limiter_toggle
1,3Brake โ€” comma key,v_space_brake
2,3Quantum Operator ModeAlt+Shift+2v_toggle_quantum_mode
3,3MFD Cycle Pg โ—€ โ€” Resource viewAlt+Shift+Ctrl+Rv_mfd_select_view_resource_network_short
4,3MFD Cycle Pg โ–ถ โ€” Comms viewShift+Ctrl+Cv_mfd_select_view_comms_short
MAIN PAGE 3 OnScreen Pages[2] - Weapons / Countermeasures
Cell Label Hotkey SC Action
4,0Missile Increase=v_weapon_increase_max_missiles
5,0Missile Reset Nbr\v_weapon_reset_max_missiles
2,1Noise Field'v_weapon_countermeasure_noise_launch
4,1Lock Aim GimbalShift+Gv_weapon_gimbals_state_toggle
5,1Cycle GimbalAlt+Shift+Ctrl+Fv_weapon_gimbals_unlocked_cycle_source
2,2Decoys โ€” launchXv_weapon_countermeasure_decoy_launch
3,2Decoys โ€” burst-Kv_weapon_countermeasure_decoy_burst_decrease
4,2Decoys โ€” burst+Hv_weapon_countermeasure_decoy_burst_increase
5,2Ship โ€” self destructAlt+Shift+Ctrl+Xv_self_destruct
MAIN PAGE 4 OnScreen Pages[3] - On Foot / FPS
Cell Label Hotkey SC Action
1,0On Foot โ€” same as Exit SeatShift+Backspacev_eject
1,1Exit SeatShift+Backspacev_eject
2,1Holster WeaponAlt+Shift+Hholster
2,2LightAlt+Ctrl+Rtoggle_flashlight
4,2Zero G LaunchBeva_boost
5,3ReloadAlt+Shift+BreloadSecondary
NOTE: ZEROING (4,0 & 6,0) and BREATH (3,1) skipped, mouse-wheel / RMB actions can't bind to Stream Deck.
MAIN PAGE 5 OnScreen Pages[4] - Mining / Shields
No keyboard-bindable cells in this section.
NOTE: Already fully bound per prior pass, refer to KEYBINDS modal > STREAM DECK MAPPING for the full grid.
MAIN PAGE 6 OnScreen Pages[5] - Camera / Docking
Cell Label Hotkey SC Action
4,1DockingShift+Nv_invoke_docking
NOTE: 1st Person & Free Look have no SC bindings (engine defaults only).
SUBFOLDER: WEAPONS Cross-arms quick-select (just bound)
Cell Label Hotkey SC Action
2,0Side ArmCtrl+Alt+1select_sidearm_pit
3,0PrimaryCtrl+Alt+2select_primary_pit
4,0SecondaryCtrl+Alt+3select_secondary_pit
5,0Multitool โ€” shares hotkey with UtilityCtrl+Alt+U(no SC action)
2,1Fire ModeLeft Alt+Fweapon_change_firemode
3,1FistsCtrl+Alt+5selectUnarmedCombat
4,1CustomizeCtrl+Alt+Ccustomize
5,1UtilityCtrl+Alt+Uselect_gadget_pit
2,2Throwable โ€” user to add throw_overhand bindingCtrl+Alt+G(no SC action)
3,2FPS Under BarrelLeft Ctrl+3weapon_auxiliary_action
5,2KnifeCtrl+Alt+Kselect_meleeweapon_pit
SUBFOLDER: SHIP COMBAT
Cell Label Hotkey SC Action
2,1Docking ModeAlt+Shift+Nv_toggle_docking_mode
4,1ScanningAlt+Shift+Ctrl+5v_toggle_scan_mode
5,1DestructAlt+Shift+Ctrl+Xv_self_destruct
7,1EjectShift+Backspacev_eject
2,2Docking InvokeShift+Nv_invoke_docking
4,2Unlock Pitch/YawInsertv_lock_rotation
2,3Look BehindShift+'v_view_look_behind
NOTE: DECOUPLE (3,1) skipped - gamepad-only XML binding.
SUBFOLDER: POWER MANAGEMENT
Cell Label Hotkey SC Action
5,0Thrust Red (Off)Ctrl+Alt+Iv_power_set_thrusters_off
6,0Thrust Green (On)Alt+Shift+Iv_power_set_thrusters_on
3,1Shields Increase โ€” forward shieldShift+Fv_shield_raise_level_forward
3,2Shields Decrease โ€” back shieldShift+Mv_shield_raise_level_back
SUBFOLDER: TURRET CONTROLS
Cell Label Hotkey SC Action
2,1Recenter โ€” top-row 5 key, not numpad5turret_recenter
2,2Position ChangeShift+;turret_change_position
3,2Fire ModeAlt+Fweapon_change_firemode
4,2ESPShift+Tturret_esp_toggle
5,2Speed LtrShift+Ctrl+Sturret_limiter_toggle
SUBFOLDER: TARGETING FORWARD
Cell Label Hotkey SC Action
4,0Target-XCtrl+Shift+Rv_target_remove_all_pins
6,0Subtarget Rst CloseCtrl+Shift+Ev_target_cycle_subitem_reset
7,0Auto On TargetingCtrl+Tv_target_cycle_all_reset
0,1In View ReticleAlt+Ctrl+Ev_target_under_reticle
3,1Attackers Rst CloseCtrl+Kv_target_cycle_attacker_reset
4,1Target UnlockCtrl+Shift+Rv_target_unlock
1,2Hostiles Rst CloseCtrl+Qv_target_cycle_hostile_reset
3,2Friendlies Rst CloseCtrl+Fv_target_cycle_friendly_reset
4,2All Rst CloseCtrl+Tv_target_cycle_all_reset
NOTE: Subtarget Forward (6,1) skipped - mouse-wheel action.
SUBFOLDER: TARGETING BACK
No keyboard-bindable cells in this section.
NOTE: All hotkey-capable cells in this subfolder are mouse-wheel actions (Subtarget Back, Weapon Preset โ—€ / โ–ถ), none bindable to Stream Deck.
Cyborg II FPS keybinds Azeron Ship Combat keybinds Azeron Ship Targeting/Mining keybinds Legacy cyborgCryo keybinds