#/SCG/ - Star Citizen Introduction & Overview !!! note Updated as of Patch 3.24 !!! note I compiled a list of every useful Star Citizen related links I could find in this [Info & Resources](https://rentry.org/rbrcz) rentry. *** !!! danger I want to set your expectations going forward here. This game is far from finished, with many features still missing and half implemented, as well as a lot of tech debt and essential back-end technologies under active development. The live environment is also usually unstable and buggy. The servers are constantly stressed 24/7, resulting in desync, glitches, and a variety of other issues, making it a poor player experience. Star Citizen is an alpha project after all; regardless of the lengthy development time, that's what it is. Despite that, development is not slowing down but, in fact, speeding up. **[More info in this video](https://www.youtube.com/watch?v=9NXn9W98hsI)** !!! warning The official guides provided by CIG are horribly outdated. Steer clear of them. !!! note You can play Star Citizen on Linux. Check out the [lug-helper](https://github.com/starcitizen-lug/lug-helper), made by the [LUG](https://robertsspaceindustries.com/orgs/LUG) community. CIG has also expressed multiple times their intent to further support the game on Linux, starting with the integration of the [Vulkan API](https://youtu.be/SV9_chUpDgc?t=825). *** #About ->**[Skip straight to the Table of Contents](https://rentry.org/guier/#comprehensive-table-of-contents)**<- The goal I set for this rentry page is to serve as a point of reference for new and returning players interested in delving into Star Citizen while also making sure it is constantly updated to represent the current state of the game. I'm not going to tell you how to do everything step-by-step, but hopefully I will have pointed you in the right direction. If you prefer a Star Citizen guide in video format, I can link you to the most recently updated one I could find **[here](https://www.youtube.com/watch?v=chK__xDJh7w)**. The downside to these YouTube tutorials for an alpha project like Star Citizen is the fact that frequent updates can and will drastically change many aspects of the game, making these videos redundant fairly often. !!! info I won't be covering any planned features or mechanics that CIG has yet to release in any sort of depth, as they are not relevant to the current live experience. ->![meme](https://files.catbox.moe/o09dvt.jpg)<- *** #Comprehensive Table of Contents !!! info This rentry may seem quite overwhelming at first glance, but all you really need to know once you've decided on getting Star Citizen is under **[Getting Started](https://rentry.org/guier/#getting-started)**. [Introduction](https://rentry.org/guier/#introduction) | [Important to Know](https://rentry.org/guier/#important-to-know) | [Getting Started](https://rentry.org/guier/#getting-started) | [Additional Resources](https://rentry.org/guier/#additional-resources) :----: | :----: | :----: | :----: **[What Is Star Citizen?](https://rentry.org/guier/#what-is-star-citizen)** | **[Star Citizens Performance](https://rentry.org/guier/#star-citizens-performance)** | **[Choosing A Starter Pack](https://rentry.org/guier/#choosing-a-starter-pack)** | **[Game FAQ](https://rentry.org/guier/#game-faq)** **[The Playable Star Systems](https://rentry.org/guier/#the-playable-star-systems)** | **[Public Testing Environments](https://rentry.org/guier/#public-testing-environments)** | **[The In-Game Tutorial](https://rentry.org/guier/#the-in-game-tutorial)** | **[FPS Tips](https://rentry.org/guier/#fps-tips)** **[What Can You Do In-Game?](https://rentry.org/guier/#what-can-you-do-in-game)** | **[The Roadmap](https://rentry.org/guier/#the-roadmap)** | **[The Mobi-Glas](https://rentry.org/guier/#the-mobi-glas)** | **[Flight Tips](https://rentry.org/guier/#flight-tips)** **[Should You Consider Playing?](https://rentry.org/guier/#should-you-consider-playing)** | **[The Issue Council](https://rentry.org/guier/#the-issue-council)** | **[Making Money](https://rentry.org/guier/#making-money)** | **[Troubleshooting](https://rentry.org/guier/#troubleshooting)** **[Any /SCG/ Orgs?](https://rentry.org/guier/#any-scg-orgs)** | **[Arena Commander](https://rentry.org/guier/#arena-commander)** | **[Career Paths](https://rentry.org/guier/#career-paths)** | !!!note The [Changelog](https://rentry.org/guier/#changelog) will reflect significant additions or changes introduced in patches that necessitate updates to this rentry. *** #Full Table of Contents [TOC2] **=============================================================================================** ## ->Introduction<- Previous | Topics Covered Here | Next :-----: | :-----: | :-----: **[Table of Contents](https://rentry.org/guier/#comprehensive-table-of-contents)** | **[What Is Star Citizen?](https://rentry.org/guier/#what-is-star-citizen)** | **[Important to Know](https://rentry.org/guier/#important-to-know)** |**[The Playable Star Systems](https://rentry.org/guier/#the-playable-star-systems)** | |**[What Can You Do In-Game?](https://rentry.org/guier/#what-can-you-do-in-game)** | |**[Should You Consider Playing?](https://rentry.org/guier/#should-you-consider-playing)** | |**[Any /SCG/ Orgs?](https://rentry.org/guier/#any-scg-orgs)** | **=============================================================================================** ###->What Is Star Citizen?<- Star Citizen is an ambitious kickstarter videogame project first announced on October 10th, 2012, at GDC by [Chris Roberts](https://en.wikipedia.org/wiki/Chris_Roberts_(video_game_developer)), creator of the Wing Commander, Starlancer, and Freelancer game series. On October 18th, later that month, the [Star Citizen kickstarter page](https://www.kickstarter.com/projects/cig/star-citizen) was officially launched and quickly met its asking funding goal of $2 million. After the Kickstarter campaign reached its goal and beyond, CIG transferred the project to their own website, where they continue the funding today, primarily through ship sales—or "pledges," if you will. The kickstarter project consists of an MMO and a single-player story campaign, both of which are built upon CIG's in-house heavily modified version of the Cry-Engine into what is now known as the "Star Engine." [This video shows what the Star Engine is currently capable of](https://www.youtube.com/watch?v=nWm_OhIKms8), but it is still far from finished. Info: | Links: --- | --- **Official Website** | https://robertsspaceindustries.com/ **Official Socials** | https://www.youtube.com/channel/UCTeLqJq1mXUX5WWoNXLmOIA ->-> twitter.com/RobertsSpaceInd ->-> https://www.twitch.tv/starcitizen ####!~The Persistent Universe~! **https://starcitizen.tools/Persistent_Universe** The Persistent Universe is an immersive open-world space sim PvA sandbox MMO that is still in its alpha development phase, with a live environment that is regularly updated every quarter you can download and play. Right now there is only 1 playable star system and over [200 flyable ships, variants, and ground vehicles](https://starcitizen.tools/Ships) that can be purchased in-game with [alpha currency](https://starcitizen.tools/Alpha_UEC). As it stands, there is no official persistent universe "1.0" release date, as we are still waiting on many more features, along with [core back-end networking technology](https://www.youtube.com/watch?v=LTopxLqh5wE) to allow multiple game servers to work simultaneously in a "server mesh" that will enable CIG to add far more content and star systems. ####!~Squadron 42~! !!! warning SQ42 does not come with starter packs and is not available to be purchased separately at the moment. SQ42 is a cinematic story campaign that takes place in the [Odin](https://starcitizen.tools/Odin_system) star system, set a few years before the persistent universe. Chris Roberts said himself that SQ42 will be "this generation's Wing Commander", and has for the most part, been the main development focus of CIG up until 2024. The campaign boasts an impressive A-list Hollywood cast with actors such as Gary Oldman, Mark Hamill, Gillian Anderson, Mark Strong, Andy Serkis, John Rhys-Davies, and more. As of Citizencon 2023, CIG announced SQ42 hit a major milestone in its development and is now "feature complete" and has entered its polish phase, **but has yet to provide a solid release date**. Info: | Links: --- | --- **Wiki** | https://starcitizen.tools/Squadron_42 **Feature Complete Announcement** | https://www.youtube.com/watch?v=IDtjzLzs7V8 **Lore Breakdown** | https://www.youtube.com/watch?v=n8mV7Moler0&t *** ->**[Introduction](https://rentry.org/guier/#introduction)**-> *** **=============================================================================================** ###->The Playable Star Systems<- ####[!~Stanton~!](https://starcitizen.tools/Stanton_system) The persistent universe has currently only been host to 1 star system called Stanton, and is home to: - 4 explorable planets, 1 being a gas giant. - 4 handcrafted cities per planet, including a floating city within the gas giant. - 12 moons, 3 in orbit per planet. - 4 orbital stations, and 16 more within [Lagrange points](https://starcitizen.tools/Lagrangian_point). Along with many derelict settlements, [caves](https://starcitizen.tools/Caves_and_caverns), massive [distribution centers](https://starcitizen.tools/Distribution_centers), [a prison](https://starcitizen.tools/Prison), and an outlaw space station called [Grim Hex](https://starcitizen.tools/Grim_HEX). *** ->**[Introduction](https://rentry.org/guier/#introduction)** -> *** **=============================================================================================** ###->What Can You Do In-Game?<- Here I will provide an overview of the current professions and money-making opportunities Star Citizen has to offer (in their alpha and incomplete state) and let you decide on what sounds more appealing. Give each a chance, and don't burn yourself out on just doing one mindless grind for money. !!! note These can all be done solo. >**[Cargo Hauling](https://rentry.org/guier/#cargo-hauling) >[Mining](https://rentry.org/guier/#mining) >[Salvaging](https://rentry.org/guier/#salvaging) >[FPS & Ship Combat](https://rentry.org/guier/#fps-ship-combat) >[Honorable Mentions](https://rentry.org/guier/#honorable-mentions)** *** ####!~Cargo Hauling~! Cargo hauling is the very backbone of Star Citizens' industrial careers. In one way or another, you will be interacting with and transporting cargo—whether it's the materials you mine, the components and weapons you salvage from derelict ships, or the valuables you steal from other players. There are a multitude of cargo ships in the, small, medium, large, and capital class that you can progress towards in this career. Unlike other space sims such as Elite Dangerous, Star Citizen's cargo hauling gameplay has a much more **physical and interactive** element to it. Instead of just interacting with UI elements from your pilot seat to instantly load or unload cargo, you will be encouraged to **manually** move boxes on and off your ship's cargo grid utilizing **tractor beams**, or you can opt to have the system **automatically load/unload** the cargo instead, which will have you wait a certain amount of time along with a fee. Cargo haulers earn a living by accepting contracts to transport goods for a modest profit or, in a riskier but more rewarding option, using their own funds to buy and trade commodities based on market values. ####!~Mining~! Since its introduction in patch 3.2.0, mining has been Star Citizen's most fleshed-out game loop to date, but also requires the most patience. Mining is available to you as a solo player with the [Prospector](https://starcitizen.tools/Prospector), multicrew with the [MOLE](https://starcitizen.tools/MOLE), ground vehicle gemstone mining with the [ROC](https://starcitizen.tools/ROC), and in FPS gemstone mining with the [Multi-Tool's](https://starcitizen.tools/Pyro_RYT_Multi-Tool) [Orebit Mining Attachment](https://starcitizen.tools/OreBit_Mining_Attachment). It's by no means the most challenging gameloop in Star Citizen, and the process by which you crack and extract deposits is the same throughout all the above methods mentioned, but there is an element of skill to picking the right tools and gadgets for the right job. ####!~Salvaging~! Salvage is the most recent profession introduced to Star Citizen, and is one of the most straight forward in terms of gameplay. You can currently solo salvage with the [Vulture](https://starcitizen.tools/Vulture), multicrew in the [Reclaimer](https://starcitizen.tools/Reclaimer), FPS hull scrape with the [Multi-Tools](https://starcitizen.tools/Pyro_RYT_Multi-Tool) [Cambio Lite SRT Attachment](https://starcitizen.tools/Cambio-Lite_SRT_Attachment) and with the dedicated [Cambio_SRT.](https://starcitizen.tools/Cambio_SRT) ####!~FPS & Ship Combat~! For the majority of Star Citizen's history, combat in the PU has been the main focus point of its content. This is in large part due to two main factors: - SQ42 (the separate single-player game still in dev) was CIG's primary development focus for a long time, meaning industrial gameplay irrelevant to the campaign took a backseat to flesh out combat and its mechanics instead. - It's much easier to make new and different types of these combat missions to populate the PU. **PvE combat** missions for both FPS and ships are some of the **easiest** but most **repetitive** ways of making money in Star Citizen, currently available through bounty and mercenary contracts, which come in both legal and illegal varieties. For **PvP combat** on the other hand, you must seek it out yourself, either as a pirate or a bounty hunter, as there is still not enough incentive among players to engage in PvP or defend points of interest outside of the [Jumptown](https://starcitizen.tools/Jumptown_(event)) global event. In saying that, engaging in combat is still an inevitability in almost every aspect of the game, sometimes at the detriment of content, missions, and other professions advertised as combat not being the focus. This has been a concern building up in the community over the past couple of years, but I'm not delving further into that here; instead, you can [watch this breakdown on the topic](https://www.youtube.com/watch?v=ykm6TqPCG10). ####!~Honorable Mentions~! These career paths are unfortunately not real profit-makers and/or haven't seen their full potential realized yet due to missing dependencies—for lack of a better word. - **!~Exploration~!** - Exploration "gameplay" as it currently exists is just discovering new locations or looting trinkets you've never seen before as you play. - **[!~Racing~!](https://starcitizen.tools/Racing)** - Mainly just something fun to do and not a profit maker right now. There are racing missions in the PU, but the harsher penalties of death after (accidentally) crashing doesn't make it appealing outside of racing in Arena Commander. - **[!~Refueler~!](https://starcitizen.tools/Refueling)** - There is only one ship in the game that can refuel other ships at the moment called the [Starfarer](https://starcitizen.tools/Starfarer), but it has been largely useless as we only have 1 system to explore that has a refuel pad/hangar on every planet, moon, and station. *** ->**[Introduction](https://rentry.org/guier/#introduction)**-> *** **=============================================================================================** ###->Should You Consider Playing?<- !!! note **TL;DR** Interested? Give Star Citizen a try during a freefly event. As far as spending money is concerned, you don't need to spend more than a 45$ starter pack, and you can then buy all the other ships you want with in-game currency. Still not sure? Check back every 3–6 months. >**[Freefly Events](https://rentry.org/guier/#freefly-events) >[Referral Codes](https://rentry.org/guier/#referral-codes)** Let me start off by saying the PU is currently regarded more as a **tech demo** than an actual game, and that even for an alpha, updates over the years have consistently been hit or miss (mostly miss), full of glitches, bugs, and desyncing problems that will truly test your patience. The goal of this project is to be as **physicalized** and **immersive** as possible, and doing so with very few compromises. Though that might seem great in theory, in reality, basic tasks like traveling or equipping gear—which tend to be trivial in other games—become more of a time-consuming process in Star Citizen. It should also be mentioned that the live environment will be subjected to occasional **money, reputation or full database wipes** at unspecified points in time for testing and balancing purposes as they continue development. Until the PU gets out of a beta phase, nothing you earn in-game will stick around for long. So with that being said, if you are not a very patient person, don't bother with the project right now and just occasionally check back every few months or so until you think it's in a better spot to try out. On the other hand, provided the servers cooperate, Star Citizen has the potential to deliver some of the most unique gaming experiences that's not offered in any other MMO. The most recent updates have also started to hit their stride, thanks to the many significant technological milestones having finally come online, which have been followed with larger content and quality of life improvements making their way over to the PU thanks to SQ42's development efforts. Even still, **I cant say its worth spending any money on Star Citizen right now**. Instead, you could try out the game during any of the **freefly events** that take place, and take those opportunities to decide for yourself. ####!~Freefly Events~! Freefly events will allow you to play the game for free within a certain period of time (usually 1-2 weeks) and will lend you some ships to try out for the duration, along with discounts on starter packs. ->![Event Schedule](https://i.imgur.com/zfRizgH.png)<- Freefly Events: | Description: :---: | ---- **[Invictus Launch Week](https://starcitizen.tools/Invictus_Launch_Week)** | This lore event celebrates the UEE Military, and will have every ship manufacturer show off and sell their **combat-focused ships only**, along with a tour inside the [Idris](https://starcitizen.tools/Idris-M) and a [Polaris](https://starcitizen.tools/Polaris) flyby in-game. **[Foundation Festival](https://starcitizen.tools/Foundation_Festival)** | A new player focused event that will reward you and frequent players utilizing the [Guide System](https://starcitizen.tools/Guide_System) on their website. **[Ship Showdown](https://starcitizen.tools/Ship_Showdown)** | This event starts on social media, bringing the community together to show fan creations and screenshots of their favorite ships to fly. CIG will then choose 16 to enter an elimination bracket, and the four finalists will be rewarded with unique event-only skins, distributed during the Intergalactic Aerospace Expo. **[Intergalactic Aerospace Expo](https://starcitizen.tools/Intergalactic_Aerospace_Expo)** | Biggest event of the year that will display/sell (almost) every ship they have ever sold, and distributes event unique ship skins for the winners of the ship showdown contest. ####!~Referral Codes~! During the account creation process, you have the option to redeem a referral code and gain an extra 5,000 UEC (starting currency), as well as small bonuses for the code giver. Yes, Star Citizen is also a pyramid scheme—shocked? Instead of using a Youtuber/Twitch streamers referral code, you could instead consider using one of the **11** referral codes provided by anons who actively lurk/shitpost in these threads that I have gathered and placed in this Excel randomizer: ->https://docs.google.com/spreadsheets/d/15pvHtZOaXMmcmSJM4MW1sJVB1nvUODOGbBCkn3UBZ3k/<- ->![referral code prompt](https://i.imgur.com/hsvsuk1.png)<- !!! info I want to continue adding more codes, but I need to find a proper way of letting anons provide them. You can find your referral code here - https://robertsspaceindustries.com/referral-program *** ->**[Introduction](https://rentry.org/guier/#introduction)**-> *** **=============================================================================================** ###->Any /SCG/ Orgs?<- This one is a bit tricky to answer...The short answer is **yes** and **no**. The long answer is that I am aware of just **one** semi-active Star Citizen organization with members who frequent these threads, but I **wont** be providing any links here. Why? Well, /scg/ has been around for a long time, and as groups formed and disbanded over the years, drama and the like from that era have soured the threads to the point where the very mention of creating an org never ends well. I won't delve into that sordid history here as I'm not really qualified to do so, but in saying that, there is no denying Star Citizen **is and always will be** a much more enjoyable experience with groups, given its nature as a game with fuck-huge multicrew spaceships. Maybe you don't care about /scg/'s history and want to join a group regardless; if so, feel free to express your interest in the threads, and someone may point you in the right direction. ->[![TL;DR](https://files.catbox.moe/ntis1w.png)](https://files.catbox.moe/mc51zt.mp4)<- *** ->**[Introduction](https://rentry.org/guier/#introduction)** -> *** **=============================================================================================** ## ->Important To Know<- Previous | Topics Covered Here | Next :---: | :---: | :---: **[Table of Contents](https://rentry.org/guier/#comprehensive-table-of-contents)** | **[Star Citizens Performance](https://rentry.org/guier/#star-citizens-performance)** | **[Getting Started](https://rentry.org/guier/#getting-started)** **[Introduction](https://rentry.org/guier/#introduction)** | **[Public Testing Environments](https://rentry.org/guier/#public-testing-environments)** | | **[The Roadmap](https://rentry.org/guier/#the-roadmap)** | | **[The Issue Council](https://rentry.org/guier/#the-issue-council)** | | **[Arena Commander](https://rentry.org/guier/#arena-commander)** | **=============================================================================================** ###->Star Citizens Performance<- !!! danger Avoid Intel 13th and 14th Gen CPUs. The newer generation of Intel CPUs are currently suffering severe performance issues due to apparent corrosion/oxidization after a few months of use. More thorough breakdown in this video by [Gamers Nexus](https://www.youtube.com/watch?v=gTeubeCIwRw) / [This thread](https://www.reddit.com/r/starcitizen/comments/1e9h473/intel_cpu_owners_of_the_13th_and_14th_gen_cpu/) and some possible mitigation solutions. !!! warning The Vulkan API is in its beta stage, so I would not recommend using it for the time being unless you plan on testing or bug reporting. It's a given that, as this project is still undergoing heavy development, there will be a lack of optimization, bugs, and occasional memory leaks here and there that will hinder your experience, especially on older hardware. You should not be expecting smooth and consistent framerates right now. Note that the servers themselves are always under constant strain 24/7, so lag, desync and stuttering are very much commonplace. There's also a misconception that the servers poor performance negatively affects your clients FPS, **[this is false](https://i.imgur.com/yxxn7aQ.png)**. >**[System Requirements](https://rentry.org/guier/#system-requirements) >[How to Display Your FPS & Ping](https://rentry.org/guier/#how-to-display-your-fps-ping) >[The Telemetry](https://rentry.org/guier/#the-telemetry)** ####!~System Requirements~! !!! danger INSTALLING STAR CITIZEN ON A SSD IS MANDATORY. NO EXCEPTIONS. !!! warning Despite 16GB of RAM being the minimum required, **it's heavily recommended** upgrading to 32GB of RAM for **a much better experience**. !!! info Windows 7 is not supported. Your only option is upgrading to 10/11 or Linux. The large cities of Stanton are the most demanding on your system compared to the rest of the locations in the Persistent Universe. There's only so much you can do until further optimizations make their way in. Resources: | Links: ---- | ---- **Minimum System Requirements** | https://support.robertsspaceindustries.com/hc/en-us/articles/360042417374 **Performance Tips** | https://www.youtube.com/watch?v=rozFdpGY5n4 **Building a PC for Star Citizen**| https://www.youtube.com/watch?v=H9zUwbXApbE ![Reccomendations](https://i.imgur.com/VG2PK1x.jpeg) ####!~How to Display Your FPS & Ping~! Open the game console with the **tilde key** (the key right above TAB), and type `r_displayinfo` followed by the number `1`, `2` or `3` (`0` turns it off). Example with `r_displayinfo 1` ![r_displayinfo 1](https://i.imgur.com/E22Ox5U.png) `2` will display session info, and `3` will display additional GPU debugging information. That additional info is useful to have in screenshots when submitting bug reports on the [Issue Council](https://rentry.org/guier/#the-issue-council). ####!~The Telemetry~! The live Telemetry tool will provide you with an insight into your PC setup's performance, based on average FPS metrics recorded by tracking tools, allowing you to monitor your in-game experience. Official Resources: | Links: ---- | ---- **Telemetry** | https://robertsspaceindustries.com/telemetry **Telemetry Overview** | https://support.robertsspaceindustries.com/hc/en-us/articles/360011767373-Star-Citizen-Telemetry-Dashboard *** ->**[Important to Know](https://rentry.org/guier/#important-to-know)** -> *** **=============================================================================================** ###->Public Testing Environments<- Even though Star Citizen's Persistent Universe is still in its alpha development phase, the live environment is also considered and treated as a **live-service product**. That means CIG wants to maintain its integrity and keep the servers running at all times, and this is where these additional test channels come into play. >**[EVOCATI](https://rentry.org/guier/#evocati) >[TECH-PREVIEW](https://rentry.org/guier/#techpreview) >[PTU/EPTU](https://rentry.org/guier/#ptueptu) >[HOTFIX](https://rentry.org/guier/#hotfix) >[LIVE](https://rentry.org/guier/#live)** *** !!! danger When you have access to either the EPTU, PTU, or TECH-PREVIEW channels, you must copy your account over to their testing servers. On the RSI website, go into your profiles **`Account`>`Settings`>`Public Test Universe`** > then click **`"Copy account to PTU"`** !!! note Each test environment requires you to install a separate instance of the game on your system in order to play. This can mean a lot of time spent downloading and unnecessarily using up device storage. There are a few different tricks you can do to minimize those issues while swapping between the different environments. - [x] **If you want to save space:** - [This thread](https://www.reddit.com/r/starcitizen/comments/17lt803/howto_use_symbolic_links_to_install_multiple/)/[Video tutorial](https://www.youtube.com/watch?v=nVMiT7AAGP8) will guide you through creating symbolic links in Windows that will let you freely swap between the test environments by simply verifying the files in the game launcher. - Or you can just manually change the name of only 1 folder inside your installation path (`"C:\Program Files\Roberts Space Industries\StarCitizen"` by default) to either `"LIVE`/`HOTFIX`/`PTU`/`EPTU`/`TECH-PREVIEW"`, depending on the environment in which you wish to play. - [x] **If you don't mind having multiple environments installed:** - Inside the your installation path (`"C:\Program Files\Roberts Space Industries\StarCitizen"` by default), make a new folder, and name it either `"PTU`/`HOTFIX`/`EPTU`/`TECH-PREVIEW"`, then copy the contents from the `"LIVE"` folder over into that new folder you just made, and verifying the files will only download the update. ####[!~EVOCATI~!](https://starcitizen.tools/Evocati_Test_Flight) !!! note [Evocati patch notes are now public as of February 2024](https://i.imgur.com/xPPPt2V.png). In addition to this change, those who are under the NDA can now speak freely about their experiences with the patch; however, they still cannot share any screenshots, videos, or livestreams of Evocati content. The Evocati test flight, or as they are sometimes referred to as "Avocados", is a handpicked group of players **placed under an NDA** by CIG, chosen based on how active they are on the PTU or on their contributions to the **Issue Council** ([Read more here](https://rentry.org/guier/#the-issue-council)) to test out game builds in their earliest and most broken state before rolling out to the wider audience on the PTU. ####[!~TECH-PREVIEW~!](https://robertsspaceindustries.com/comm-link/transmission/19556-Introducing-Preview-Channel) This channel was created in response to the disastrous launch of the [Persistent Entity Streaming technology](https://starcitizen.tools/Persistent_Entity_Streaming) in patch 3.18, which rendered the LIVE environment unplayable for months. The goal of Tech-Preview is to specifically test out significant core technology (such as the much anticipated [Server Meshing](https://starcitizen.tools/Server_meshing)) in a much more controlled environment before rolling out to the PTU with other gameplay features. **Tech-Preview is not placed under an NDA**, and access is given to a certain portion of the playerbase, or everyone, depending on testing needs. ####[!~PTU/EPTU~!](https://starcitizen.tools/Public_Test_Universe) The **PTU** is the last test platform before the patch proceeds to the LIVE servers. This environment introduces all gameplay features and other additions in the upcoming quarterly patch (shown on the [release view](https://rentry.org/guier/#release-view)), ready to be tested, along with dedicated feedback threads on the forums. The **EPTU** is basically just another test channel that they may use when there's already another patch on the PTU, used for any other sort of testing purpose. Relevant Articles: | Links: ----|---- **PTU FAQ** | https://support.robertsspaceindustries.com/hc/en-us/articles/115013195927-Public-Test-Universe-PTU-FAQ **Concierge Overview** | https://support.robertsspaceindustries.com/hc/en-us/articles/360002542733-Concierge-Levels-and-Rewards !!! info There are 5 waves that CIG introduced to the PTU cycle that will slowly grant access to the entire player base over time, with wave 5 being open to all. Waves: | Candidates: ----|---- **Wave 1** | >Legatus Navium Concierge Backers -> -> >Subscribers -> -> >Top active players rated by hours in the previous two major patch cycles **Wave 2** | >Praetorian Concierge backers -> -> >Second most active players rated by hours in the previous two major patch cycles **Wave 3** | >Wing Commander, Space Marshal, and Grand Admiral Concierge backers -> -> >Third most active players rated by hours in the previous two major patch cycles **Wave 4** | >High Admiral Concierge backers -> -> >Fourth most active players rated by hours in the previous two major patch cycles **Wave 5** | >All backers with an active Game Package ####!~HOTFIX~! This channel's only purpose is to give anyone optional client-side related fixes for certain issues that crop up during a live patch (such as game crashes) before CIG confirms the fixes work and doesn't introduce more issues, then applies the fix to everyone. **The hotfix channel does not exist separately from the live servers**. ####!~LIVE~! As mentioned before, the LIVE environment is still treated as a testing platform while also being a live service product. Progress is carried over between patches (barring any unforeseen bugs or glitches), and CIG may also decide to wipe the entire database for numerous reasons as they continue development. *** ->**[Important to Know](https://rentry.org/guier/#important-to-know)** -> *** **=============================================================================================** ###->The Roadmap<- ->Every Wednesday on a fortnight, CIG updates the Star Citizen public roadmap release view and progress tracker.<- Resources: | Links: ----|---- **Roadmap Companion** | https://robertsspaceindustries.com/comm-link/transmission/18532-The-Public-Roadmap-Companion **Release View** | https://robertsspaceindustries.com/roadmap/release-view **Progress Tracker** | https://robertsspaceindustries.com/roadmap/progress-tracker/teams *** ####->Release View<- The release view intends to reveal what deliverables are currently slated for the upcoming quarterly patch, and displays them as feature cards. These feature cards are labelled either **tentative**, **committed**, or **released,** depending on where they are currently in development. Label: | Example: | Description: ------ | ------ | ------ **Tentative** | ![Tentative](https://i.imgur.com/L2w111y.png) | This label indicates that the deliverable is scheduled for the upcoming patch, but has not gone through final review, so keep that in mind. **Committed** | ![Committed](https://i.imgur.com/oWeRWRV.png) | Committed cards have passed their final review and, in CIG's words, "There is a very low chance of this deliverable moving." **Released** | ![Released](https://i.imgur.com/WJDdysi.png) | Self explanatory. ####->Progress Tracker<- !!! info When a deliverable on the progress tracker is approaching its end date, that doesn't strictly mean its ready for release. The Progress Tracker provides an overview into each team's quarterly development plans, showing their priorities and work completion dates. It displays up to 4 quarters of work scheduled on deliverables. ->![Progress Tracker](https://i.imgur.com/jNY4kk5.png)<- *** ->**[Important to Know](https://rentry.org/guier/#important-to-know)** -> *** **=============================================================================================** ###->The Issue Council<- As is the nature of this buggy mess we call a "game", the Issue Council was created as a dedicated hub for reporting and contributing to bug reports and other issues found within the persistent universe. Official Resources: | Links: ------ | ------ **Issue Council** | https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN **Using the Issue Council** | https://support.robertsspaceindustries.com/hc/en-us/articles/115009643527-Bug-Reports-Using-the-Issue-Council When submitting bug reports, it's best to provide a detailed recount on how you encountered the issue, what steps are necessary to reproduce it, and any workarounds you may find, so that others can also contribute to your report and bring more attention to it. Those who actively participate on the issue council have a chance to be picked by CIG to join their [Evocati](https://rentry.org/guier/#evocati) NDA test group. In your report, it is also recommended to have video recordings (preferably) or screenshots of the issue and to include system debugging information by opening up the games console (open with the **tilde** key), then typing "`r_displayinfo 2`" (or `3` for more info) along with the session QR code "`r_displaysessioninfo 1`" to have that displayed in your videos/screenshots so the CIG developers have a much easier time tracking down the problem. *** ->**[Important to Know](https://rentry.org/guier/#important-to-know)** -> *** **=============================================================================================** ###->Arena Commander<- Upon entering the main menu, you will be greeted with two options: **"Persistent Universe"** and **"Arena Commander."** Arena Commander is a separate module, disconnected from the MMO. Its purpose is to give players a taste of some of the activities you can do in the wider persistent universe without the harsher penalties of death and to help developers gather feedback on gameplay features in a more isolated environment. These gamemodes are accessed by means of online matchmaking with other players, creating your own custom lobbies with their own rules, or just practicing offline. The various kinds of gamemodes Arena Commander offers range from: - Group & Solo FPS PvP - Multicrew & Solo Ship PvE/PvP - Racing - Free flying Resources: | Links: ----|---- **Wiki** | https://starcitizen.tools/Arena_Commander **Official Article** | https://support.robertsspaceindustries.com/hc/en-us/articles/360003091714-Arena-Commander **Arena Commander Modes Schedule** | https://robertsspaceindustries.com/comm-link/Comm-links/19735-Arena-Commander-Modes-Schedule **Leaderboards** | https://robertsspaceindustries.com/community/leaderboards/top In addition, Arena commander offers some of its own incentives to play as well as things to earn. - [x] **!~Leaderboards~!** - The Arena Commander leaderboards track both individual and organization progress in all of the available gamemodes that reset every "season" (which is currently defined as a full patch cycle). - [x] **!~Rewards~!** - Participating and winning in certain gamemodes offers some small rewards, such as website profile badges, and pledge store unlocks (such as the Pirate Gladius and Pirate Caterpillar upon beating Pirate Swarm). - [x] **!~REC~!** - Arena Commander has its own currency called "REC," earned by participating in any of the gamemodes (online matchmaking only), which can only be spent on renting ships, ground vehicles and FPS gear to use solely within Arena Commander. - [x] **!~Experimental Modes~!** - CIG also utilizes Arena Commander to host dedicated gamemodes for testing and gathering feedback on new gameplay mechanics before they are rolled out into the PU. ![AC home screen](https://i.imgur.com/AhmBUOu.jpeg) ->*The AC home screen as of 3.23*<- *** ->**[Important to Know](https://rentry.org/guier/#important-to-know)** -> *** **=============================================================================================** ## ->Getting Started<- Previous | Topics Covered Here | Next :---: | :---: | :---: **[Table of Contents](https://rentry.org/guier/#comprehensive-table-of-contents)** |**[Choosing A Starter Pack](https://rentry.org/guier/#choosing-a-starter-pack)** | **[Additional Resources](https://rentry.org/guier/#additional-resources)** **[Introduction](https://rentry.org/guier/#introduction)** |**[The In-Game Tutorial](https://rentry.org/guier/#the-in-game-tutorial)** **[Important to Know](https://rentry.org/guier/#important-to-know)** |**[The Mobi-Glass](https://rentry.org/guier/#the-mobi-glas)** | **[Making Money](https://rentry.org/guier/#making-money)** | **[Career Paths](https://rentry.org/guier/#career-paths)** **=============================================================================================** ###->Choosing A Starter Pack<- If you have decided on purchasing the game, the next question would obviously be, "Which starter pack should I pick?". Further down, I created a list of the starter packs available to choose from with an overview of what the ships included have to offer in order to help you in your decision. Resources: | Links: ----|---- **Wiki Entry** | https://starcitizen.tools/Game_package **Game Packs** | https://robertsspaceindustries.com/store/pledge/browse/game-packages/ *** ####!~Starter Pack Breakdown~! !!! note Some freefly events come with a discount on starter packs. To make it very clear, **!~you don't need to spend more than $45 to own the game~!**, but I'm not going to pretend that the others starter packs don't offer better early advantages. For what its worth, Chirs Roberts himself said that both the $45 starter pack ships (**Aurora** and **Mustang**) will be **reworked** to bring them more in line with the other starter ships, as they are both admittedly very old designs with outdated standards. When will that happen? Fucked if I know. When deciding on a game package, you should consider - How much money you are willing to spend? - What activities you are interested in pursuing, and does the ship included meet those requirements? Or, just get what you think looks appealing; it's that simple. Each starter pack currently includes: ->![starter pack](https://i.imgur.com/NOb6j1m.png)<- - [x]**Star Citizen Digital Download** - Access to the Persistent Universe. !~**Without this you cannot play the game**. ~! - [x]**Starting Money** - Self explanatory. CIG also provides an extra 20,000 aUEC. - [x]**Insurance** - Insurance does not matter and wont until the game is out of beta. - [x]**Self Land Hangar** - This was a feature of the [Hangar Module](https://starcitizen.tools/Hangar_Module), which has since been removed from the game. In the early days of the project, prior to the Persistent Universe, we only had access to an instanced hanger that let us walk around and interact with the ships we purchased, and certain starting packs included one of four possible hangar themes. - The theme of hangars in the Persistent Universe is purely based on their **in-game location**, with only **Self-Land** and **Aeroview** currently available to check out. !!! info The starter packs I'm not including in this list I don't consider worth the thought. $45 Starter Packs: | Breakdown: ----- | ---- ![Aurora MR](https://i.imgur.com/2V3rpP2.png) | **In-game Price** = 680,400 aUEC->->   ->-> ->->Many backers adore the Aurora, but if I had to choose between it and the Mustang in the $45 bracket, I'd choose the Mustang.->->   ->-> ->->**Note:** The Aurora only comes equipped with 2 weapons on its 4 available hardpoint mounts by default.->->   ->-> ->->With the Aurora MR, you get:->->%#9acd32%>A tiny, walkable interior. While not amazing, it provides enough room for entry level delivery missions.%%->->%#9acd32%>A bed. Beds in ships lets you log out and return later with the ship where you left off.%%->->%#9acd32%>3 SCU.%%->->And has a loudout of:->->%#9acd32%>4 Size 1 Weapon hardpoints.%%->->%#9acd32%>1 Missile rack.%%->->%#9acd32%>2 Size 1 Shield generators.%%->->%#9acd32%>1 Size 1 Powerplant.%%->->%#9acd32%>2 Size 1 Coolers.%%->->%#9acd32%>1 Size 1 Quantum drive.%% ![Mustang Alpha](https://i.imgur.com/TjVe4rD.png) | **In-game Price** = 642,600 aUEC->->   ->-> ->->I suggest the Mustang over the Aurora in the $45 range as a decent starting point into dabbling with space combat.->->   ->-> ->->**Note:** Like the Aurora, the Mustang only comes equipped with 2 weapons on its 4 available hardpoint mounts by default.->->   ->-> ->->With the Mustang Alpha, you get:->->%#9acd32%>A great cockpit view.%%->->%#9acd32%>4 SCU.%%->->%#9acd32%>No walkable interior, however you can still do entry level delivery missions utilizing its%% [deployable cargo trunk.](https://files.catbox.moe/f0i53l.jpg)->->And has a loudout of:->->%#9acd32%>2 Size 2 & 2 Size 1 Weapon hardpoints.%%->->%#9acd32%>2 Size 1 Shield generators.%%->->%#9acd32%>1 Size 1 Powerplant.%%->->%#9acd32%>2 Size 1 Coolers.%%->->%#9acd32%>1 Size 1 Quantum drive.%% !!! note You can settle with one of the two options above, or throw some more money into these. $60+ Starter Packs: | Breakdown: ----- | ---- ![Cutter](https://i.imgur.com/dRFvNvm.png) | **In-game Price** = 1,146,600 aUEC->->   ->-> ->->A great starter ship in many aspects but combat.->->   ->-> ->->With the Cutter, you get:->->%#9acd32%>Small living quarters.%%->->%#9acd32%>4 SCU.%%->->%#9acd32%>Second largest quantum and hydrogen fuel capacity on this list.%%->->%#9acd32%>Largest total health pool out of any ship listed here.%%->->And has a loudout of:->->%#9acd32%>2 Size 2 Weapon hardpoints.%%->->%#9acd32%>2 Missile racks.%%->->%#9acd32%>1 Size 1 Shield generator.%%->->%#9acd32%>1 Size 1 Powerplant.%%->->%#9acd32%>1 Size 1 Cooler.%%->->%#9acd32%>1 Size 1 Quantum drive.%% ![Avenger Titan](https://i.imgur.com/yTCsjxW.png) | **In-game Price** = 1,358,280 aUEC->->   ->-> ->->The Avenger Titan is an all around community favorite to recommend and is the most combat capable ship on this list.->->   ->-> ->->With the Avenger Titan, you get:->->%#9acd32%>A great cockpit view.%%->->%#9acd32%>8 SCU.%%->->%#9acd32%>Small living quarters.%%->->And a loadout of:->->%#9acd32%>1 Size 4 & 2 Size 3 Weapon hardpoints.%%->->%#9acd32%>2 Missile racks.%%->->%#9acd32%>2 Size 1 Shield generators.%%->->%#9acd32%>1 Size 1 Powerplant.%%->->%#9acd32%>2 Size 1 Coolers.%%->->%#9acd32%>1 Size 1 Quantum drive.%% ![Gatac Syulen](https://i.imgur.com/izb4gm2.png) | **In-game Price** = 2,778,300 aUEC->->   ->-> ->->The Syulen is without a doubt the most visually appealing and uniquely designed starter ship on this list.->->   ->-> ->->**Note:** The Syulen has to take-off and land vertically like a rocket. Currently the only ship in game to be designed like this.->->   ->-> ->->With the Gatac Syulen, you get->->%#9acd32%>Fantastic interior and exterior animations.%%->->%#9acd32%>Comfy living quarters.%%->->%#9acd32%>1 suit locker (non functional atm).%%->->%#9acd32%>Weapon racks that can hold up to 2 Rifles and 4 Pistols/Handheld tools.%%->->%#9acd32%>6 SCU.%%->->%#9acd32%>The largest Quantum and Hydrogen fuel capacity in this list.%%->->%#9acd32%>Great sound design.%%->->And a loudout of:->->%#9acd32%>3 Size 3 Weapon hardpoints.%%->->%#9acd32%>3 Missile racks.%%->->%#9acd32%>2 Size 1 Shield generators.%%->->%#9acd32%>1 Size 1 Powerplant.%%->->%#9acd32%>1 Size 1 Cooler.%%->->%#9acd32%>1 Size 1 Quantum drive.%% ![Nomad](https://i.imgur.com/rRU8Ee1.png) | **In-game Price** = 1,512,000 aUEC->->   ->-> ->->The Nomad will be your introduction to space trucking in Star Citizen and where I draw the line for what I'd consider a starter ship.->->   ->-> ->->With the Nomad, you get:->->%#9acd32%>24 SCU **OR** Space for a small ground vehicle, like the%% [Greycat ROC.](https://starcitizen.tools/ROC)->->%#9acd32%>Exposed cargo bay for ease of cargo loading%%->->%#9acd32%>Tractor beam mounted on the rear.%%->->%#9acd32%>Comfy living quarters.%%->->And a loudout of:->->%#9acd32%>3 Size 3 Weapon hardpoints.%%->->%#9acd32%>1 Size 1 Tractor beam.%%->->%#9acd32%>2 Missile racks.%%->->%#9acd32%>3 Size 1 Shield generators.%%->->%#9acd32%>1 Size 1 Powerplant.%%->->%#9acd32%>2 Size 1 Coolers.%%->->%#9acd32%>1 Size 1 Quantum drive.%% *** ->**[Getting Started](https://rentry.org/guier/#getting-started)**-> *** **=============================================================================================** ###->The In-Game Tutorial<- !!! warning Make sure that "Show Hints" and "Control Hints" are toggled to "Yes" in "Options>Game Settings" (should be by default). When you first boot up the game and make your character, you will be prompted to take a beginner tutorial. **I recommend doing it if you are very new to Star Citizen**. It's a decent step-by-step guide that will take you through the very basics of first waking up in your hab, all the way to flying and landing the tutorial ship ([C8 Pisces](https://starcitizen.tools/C8_Pisces)) at an orbital space station. ->![tutorial popup](https://i.imgur.com/Tv4nDOD.png)<- After accepting, you will be prompted to choose one of the four main cities as your starting point to begin, and you **won't** be able to change your location until a **new patch** comes out and prompts you to re-select one. The city you pick will also be home to your **personal hangar**. !!! note The tutorial works the exact same way regardless of the city you pick. The options are: 1. [New Babbage](https://starcitizen.tools/New_Babbage) on the planet [Microtech](https://starcitizen.tools/MicroTech_(planet)). 2. [Lorville](https://starcitizen.tools/Lorville) on the planet [Hurston](https://starcitizen.tools/Hurston). 3. [Orison](https://starcitizen.tools/Orison) floating in the gas giant [Crusader](https://starcitizen.tools/Crusader). 4. [Area 18](https://starcitizen.tools/Area18) on the planet covered completely in industrial buildings, [ArcCorp](https://starcitizen.tools/ArcCorp_(planet)). The choice is entirely up to you, but for the sake of having an easier time accessing Star Citizens content as a beginner, I suggest either starting at **Hurston** or **Crusader**. The reasoning for those 2 is because both their planet and moons are the oldest in the game, meaning most of the content was built around them during the early days of development. !!! note Early Game Tips: - You can quickly unequip and equip your helmet by pressing **`Left Alt + H`**. - This will place the helmet on your hip not taking up any inventory space, however, there is currently **no animation** or **physical helmet model** to visualize this (trust me, its there). - You can **instantly buy and carry** items that are on display in general stores (like water bottles) by **tapping `F`**. - After doing that, tap **`Right click`** to store the item you are holding straight into your personal inventory. - **Holding `F`** will purchase and store it at your current locations inventory, which you'll then have to interact with a **"Storage Access"** terminal to retrieve. - When eating or drinking, **hold `Left Click`** to consume it all in one go. - Occasionally, the tutorial will update the **Journal app** in the Mobi-Glas with context relevant on what its guiding you through. - Once inside the tutorial Pisces, you can use the flight ready bind **`Right Alt + R`** to turn on the ships **engines** and **power** at the same time. - **Wait 2-3 seconds** after the animation for entering the pilot seat ends **before pressing that**, or it will only turn on the Power (this is a bug). - You will need to contact the ATC to open the hangar doors after you powered on the ship. The easiest way of doing that is using the default bind **`Left Alt` + `N`** to hail ATC for both takeoff and landing requests. - To avoid having to hold down **`W`** all the time to fly forward, activate cruise control with **`Left Alt + C`**, then throttle up. - After the tutorial ends, you can disable "Show Hints" if you no longer wish to have them, but I do recommend leaving "Control Hints" enabled as an in-game reference until you get a good understanding of the binds. *** ->**[Getting Started](https://rentry.org/guier/#getting-started)** -> *** **=============================================================================================** ###->The Mobi-Glas<- The Mobi-Glas is Star Citizens mobile phone, and its apps are some of the most vital tools you will frequently be interacting with while playing. Now that patch 3.23 has finally introduced its rework, I wanted to provide an overview here in this rentry document. ![Home App Display](https://i.imgur.com/FPY46pw.jpeg) ->*The Home App as of 3.23*<- *** ####!~App List~! !!!info The Vehicles App and Comms App have not yet been updated over to their new UI tech. These are the 11 current apps that you see in the above image's bottom bar. I will list them out in order from left to right, with a brief rundown on their purpose. App: | Breakdown: ----- | ---- ![Home App](https://i.imgur.com/Lvj0I9j.png) ->->Default keybind = `F1` | This app provides a general overview of various different aspects of your character's status, environment, spawned ship, active contracts, and your crime level. -> -> Clicking the little top-right pointing arrow ![arrow](https://i.imgur.com/ygjRBt7.png) will take you to the relevant Mobi-Glas app for more information. ![Health App](https://i.imgur.com/bIM92cW.png) | The Health app provides a full overview of your player character's status as well as additional information about any injuries you may have sustained during combat and any active drugs in your system. ![Comms](https://i.imgur.com/cTy8MWE.png) ->->Default keybind =`F11` | The Comms app is mainly used to accept friend and party requests in the **"Friends"** tab, along with hailing ATC for landing/takeoff. On the right is the full list of players on your server in alphabetical order. ![Contracts](https://i.imgur.com/i9vDMvC.png) | This app will provide you with a list of various types of contracts, their aUEC payouts, and a summary of what the contract is asking of you, provided by the many contractors you can earn reputation with.->->   ->-> ->->These contracts come in the form of bounty, salvage claims, mercenary, and cargo hauling missions, to name a few. The **"Verified"** tab can be toggled to display lawful or unlawful contracts. ![Maps](https://i.imgur.com/ZAzj3wm.png) ->->Default keybind = `F2` | The Maps app is how you understand and navigate your way around the Stanton system. It combines both the interior map of any given location you are at, and the larger system-wide overview as a whole, which you are able to freely zoom in and out of with the `Scroll Wheel`.->->   ->-> ->->Upon opening the app, it will display the interior map of whatever city, station, or ship you are currently standing in with relevant labels for the different zones in the area ([here is a demonstration on setting routes in these zones](https://www.youtube.com/watch?v=1aJqo77yrYk)). ![Journal](https://i.imgur.com/xo3IcII.png) | The Journal app provides relevant information about the star system, which updates frequently as you play. ->->This information includes commodity price changes, bounty hunting certifications, the planet's jurisdiction and their laws, fines, punishments, and information on what crime you've committed. ![Assets](https://i.imgur.com/TyWIekt.png) | Formerly known as "NikNax," the Assets app is used to find where your items are stored anywhere in the system. ![Rep](https://i.imgur.com/n9lG1kB.png) | This app tracks your reputation with the various factions and mission givers, what level you are currently at with them, and the bonuses you will receive per tier. ![Wallet](https://i.imgur.com/l0sm5i8.png) | A simple app that lets you send aUEC to anyone you want for a small tax. You can even send money to people who are not on your friends list, not on your server, or not even online. ![Landing](https://i.imgur.com/VVcRWjD.png) | When you need to repair, restock, or refuel, you use this app. ->->**You have to be sitting in your pilots chair and landed on a pad/in a hangar before using the Landing app**. This app is also how you initiate ship-to-ship refueling with the Starfarer when docked using the "Manual" option. ![Vehicles](https://i.imgur.com/gEuLz9L.png) | The final app on this list and one of the most important. ->-> Vehicles (aka the "Vehicle Loadout Manager"), is dedicated to customizing your ship's loadout, modules, and applying cosmetic paints. *** ->**[Getting Started](https://rentry.org/guier/#getting-started)** -> *** **=============================================================================================** ###->Making Money<- !!! info Note CIG is currently in the process of re-balancing contract payouts based on an **"effort vs. reward"** system that takes into consideration the time and difficulty it requires to dictate the aUEC, reputation, and loot rewards if completed successfully (starting with hauling contracts). Moving forward, they will be adjusting new, existing, and old contract payouts to reflect that goal, so don't grow accustomed to the money you make right now. !~**[More info on EvR in this official QnA](https://youtu.be/82EN1QQtDTQ?t=1837)**~! !!! note Going forward, I'll assume that you're a !~solo player~! that has just purchased one of the !~$45-$90 starter packs~! I listed further back up. Here I will provide an overview of the **entry-level** contracts and other content you can do to make aUEC right now as a new player, including both the **slower** and **min-max** methods. I also strongly advise you to take full advantage of **renting ships** in-game, which serves as an excellent way to get right into a certain gameplay loop for a fraction of the cost associated with these ships. I'm not going to give you a rundown of every mission in the game; instead, you should check out what's available to you and give each of them a go so you don't burn yourself out by doing one mindless grind for money. Make sure to also **read the contract description** to understand what it's asking of you. >**[Avoid](https://rentry.org/guier/#avoid)** Min-Max/Grindy Methods: | Laid-back/Slower Methods: | Other Content: :----: | :----: | :----: **[Mercenary Contracts](https://rentry.org/guier/#mercenary-contracts)** | **[Courier Contracts](https://rentry.org/guier/#courier-contracts)** | **[Unverified Contracts](https://rentry.org/guier/#unverified-contracts)** **[Bounty Hunting Contracts](https://rentry.org/guier/#bounty-hunting-contracts)** | **[Cargo Hauling Contracts](https://rentry.org/guier/#cargo-hauling-contracts)** | **[Global Events](https://rentry.org/guier/#global-events)** | **[Intro To Mining](https://rentry.org/guier/#intro-to-mining)** | | **[Intro To Salvaging](https://rentry.org/guier/#intro-to-salvaging)** | >**[Your First Ship Purchase](https://rentry.org/guier/#your-first-ship-purchase)** *** ####->Avoid<- To the extent of my ***current knowledge***, these contracts/gameloops are either broken, not worth the effort, or both. I'll attempt to keep this list up-to-date, but I don't check in on every single one of them 24 hours a day, and things do get fixed/changed over time, so feel free to verify them yourself. - %red%Cave Exploration Contracts (Investigation, Bounty, Mercenary)%% - Contracts that require you to make trips deep into cave systems in order to identify a body or track down a target lose their appeal the first time around and are found to be too time consuming/broken. - %red%Maintenance, Research & Search Contracts%% - Don't be deceived by their titles; all of these are just different variations of small box delivery contracts with **negligible payouts**, and the time is better spent elsewhere. - %red%Racing Contracts%% - To reiterate what I've said about racing in the PU: The **insignificant payout** and harsher penalties of death after crashing doesn't make it appealing outside of racing in Arena Commander. - %red%Repel Raid on Orison (Crusader)%% - The enemy NPC's **don't spawn** in this mission. It has been broken this way for as long as I can remember. - %red%In The Wake Of Disaster%% - Wake is a server-wide mission with a massive **150k buy-in** for the location of a multi-shipwreck site way out on the boundaries of the system. It serves as a PvP hotspot where players would fight over this wrecksite for the salvage and valuable loot found within these wrecks, however it falls short for a few reasons: - The insane fee. - The loot inside these wrecks is mediocre at best. - It's not worth the travel distance based on the above. *** ####->Mercenary Contracts<- The Contracts manager's **Mercenary** tab houses the majority of **FPS** (and some ship) contracts in Star Citizen. This method of earning credits is very **accessible** but also one of the most **repetitive** and **grindy** routes you can currently take. Most of the FPS content here is very basic and mainly takes place in same looking, small underground facilities, commonly referred to as **"bunkers"**, and massive distribution centers. The NPC's you face can either deadly or braindead, being entirely depended on your servers performance. Resources: | Links: :---- | :---- **Mercenary Mission & Reputation Guide (Hurston)** | https://www.youtube.com/watch?v=hGwOiuVSOmA To begin your Security reputation grind with Mercenary contracts, you must complete an initial contract, those being: - ["Security Work Assessment"](https://files.catbox.moe/00ernt.png) or ["Security Contractor Evaluation"](https://files.catbox.moe/4rz0hw.png) - ["Protect Site Trial"](https://files.catbox.moe/4lrqs0.png) (ArcCorp's Jurisdiction) Which will task you to visit a small underground facility on a planet or moon and assist friendly AI in clearing out hostile NPC's. After completing that, you will start receiving more of the same, but with 2 distinctions: - Contracts with both **friendly and hostile AI**, and **neutral AA turrets** (for example, ["Defend Occupants"](https://files.catbox.moe/atelzj.png)). - Contracts with only **hostile AI** and **hostile AA turrets** (for example, ["Remove Illegal Occupants"](https://files.catbox.moe/irbgqe.png)). !!! info These hostile AA turrets on the ground are very brutal but can be **destroyed** by your ships weapons. When you reach a certain amount of security reputation with your jurisdiction, these contracts remain the same and only further add **additional enemies**, and increase the **payout**. If you started your grind at either the **Microtech** or **Hurston**, you will eventually start receiving similar missions at **distribution centers**. *** ####->Bounty Hunting Contracts<- The Bounty Hunting tab encompass the majority of Star Citizen's **ship combat** contracts, and is one of the more **accessible** yet **repetitive** means of earning quick credits, similar to Mercenary contracts. This gameloop's current, bare-bones iteration would (should) be more considered **"Assassination Missions,"** because to successfully fulfill a bounty contract, you'll travel to a specified location where the target is hanging out and just **kill them**. >**[PvE Contracts](https://rentry.org/guier/#pve-contracts)** >**[PvP Contracts](https://rentry.org/guier/#pvp-contracts)** Resources: | Links: :---- | :---- **Wiki Entry** | https://starcitizen.tools/Bounty_hunting **Rent Terminal Locations & Prices** | https://starcitizen.tools/Ship_renting #####!~PvE Contracts~! To begin PvE bounty hunting, **you must first complete the** ["Tracker Training Permit Certification"](https://starcitizen.tools/Tracker_Training_Permit_Certification) via the Contracts app in your mobi-glas provided by the [Bounty Hunters Guild](https://starcitizen.tools/Bounty_Hunters_Guild) for a small fee of 500 aUEC. From there, you'll unlock a **bounty evaluation/assessment contract**, 1 for each of the 4 jurisdictions of Stanton, to begin receiving contracts in and around their planets vicinity (stick to bounty hunting around planet you started at), those being: - ["Verified Freelancer Bounty Assessment"](https://starcitizen.tools/Verified_Freelancer_Bounty_Assessment) provided by [Crusader Security](https://starcitizen.tools/Crusader_Security). - ["Bounty Hunter Contractor Evaluation"](https://starcitizen.tools/Bounty_Hunter_Contractor_Evaluation) provided by [Hurston Security](https://starcitizen.tools/Hurston_Security). - ["Blacjac Bounty Trial Contract"](https://files.catbox.moe/0im7k1.png) provided by [BlacJac Security](https://starcitizen.tools/BlacJac_Security) (**ArcCorp**). - ["Active Bounty Evaluation"](https://files.catbox.moe/y0ewii.png) provided by [MT Protection Services](https://starcitizen.tools/MT_Protection_Services). Now you will start receiving **"Very Low Risk Targets"** (VLRT) bounty contracts to spam one after the other and grind your bounty hunting reputation with that Jurisdiction. When you have earned enough reputation, another **permit/license** contract from the bounty hunters guild will appear, which you must complete before unlocking the next tier of higher-paying and more difficult contracts. The difficulty of bounty contracts are rated by the **size** of the ships you face and the amount of **escorts** protecting the target, classified by these abbreviations: - Very Low-Risk Targets (VLRT) - Low Risk-Targets (LRT) - Moderate-Risk Targets (MRT) - High Risk-Targets (HRT) - Very High-Risk Targets (VHRT) - Extreme-Risk Targets (ERT) !!! info **MRT** bounty contracts are where you may start finding them difficult to complete. From that point forward, you could consider **renting a more combat capable ship** to help you continue building rep, the cheapest option being the **Avenger Titan**, or the stronger [Constellation Andromeda](https://starcitizen.tools/Constellation_Andromeda), before fully committing to purchasing your first ship. #####!~PvP Contracts~! To begin receiving bounty contracts for criminal players on your server, you must complete the ["Suspect Apprehension Certification,"](https://starcitizen.tools/Suspect_Apprehension_Certification) which will have you hunt down those with a **crimestat rating of 3+**. The target you are assigned to has a persistent **"god marker"** that follows them wherever they go, visible on the **Maps** app. Successfully completing that certification is all you need to begin your PvP bounty hunting career. To apprehend players that have escaped prison, you must also complete the ["Fugitive Recovery Certification"](https://starcitizen.tools/Fugitive_Recovery_Certification). !!! warning If a player bounty combat logs, their ship & player avatar will remain in-game, but the contract will **fail** (this is not intended). *** ####->Courier Contracts<- Courier/Delivery contracts have traditionally been a beginner's first step into Star Citizen's mission flow for the longest time now, but also notoriously buggy (which should no longer be the case now). They are very straight forward and accessible to you right away, only requiring just a small amount of free space in your starter ship. To begin, you need to complete an introduction contract under the **"Delivery"** tab to begin earning reputation with the contractor local to your jurisdiction, those being: - ["Ling Family Seeking New Contractors"](https://files.catbox.moe/97djfr.png) provided by [Ling Family Hauling](https://starcitizen.tools/Ling_Family_Hauling) at **Crusader**. - ["Red Wine Seeking New Pilots"](https://files.catbox.moe/b2x02y.png) provided by [Red Wind Linehaul](https://starcitizen.tools/Red_Wind_Linehaul) at **Hurston**. - ["Covalex Evaluation"](https://files.catbox.moe/hzyst8.png) provided by [Covalex Independent Contractors](https://starcitizen.tools/Covalex_Shipping) at **ArcCorp**. - ["UDM Local Delivery Evaluation"](https://files.catbox.moe/vjh0rr.png) provided by [Unified Distribution Management](https://starcitizen.tools/Unified_Distribution_Management) at **Microtech**. After which you will receive many more courier contracts, tasking you to deliver one or multiple boxes at a time, sometimes at different drop-off locations in the same contract. - **Retrieval Op** - This contract follows the same principle as those above, with just a slight deviation. Here, you are tasked with retrieving boxes at a derelict outpost guarded by **hostile AI** on the ground. !!! note Tip To quickly place a box (or **any** handheld item) you are carrying on the ground, tilt your camera down to the ground, **hold `Left Click`**, and a holographic image of the box will appear, indicating where it will be placed when you release the key. *** ####->Cargo Hauling Contracts<- !!! warning Before you consider going down this route, you need to be aware of the following. As it currently stands, the **minimum** amount of SCU space necessary for the smallest hauling contracts ranges from **6-11 SCU**. Excluding the **Nomad**, this means that the majority of starter ships are unsuitable for them, and while you could ***technically*** do any hauling contract with less SCU space than required, you'd have to make several journeys back and forth, which is **never** ideal. If you wish to pursue this career as a beginner, don't be discouraged, as you can rent many other haulers, both small and large. The hauling ship I recommend saving the credits for to start off with is the **[!~Hull A~!](https://starcitizen.tools/Hull_A)**. These contracts serve as the introductory point into Star Citizens cargo hauling profession. They involve **manually retrieving and transporting commodities** on behalf of contractors to and from all Stanton's cities, stations, distribution hubs, and outposts via **freight elevators**. The payout for these contracts takes into account the amount of cargo you are transporting, the time it would take to manually load or unload the cargo, and the distance you need to travel. Keep in mind that the commodities you are entrusted with hauling do in fact have real sell value that pirates will seek for themselves. >**[Hauling Contract Tips](https://rentry.org/guier/#hauling-contract-tips)** Resources: | Links: :---- | :---- **Rent Terminal Locations & Prices** | https://starcitizen.tools/Ship_renting First, you **must** grab either the FPS [Multi-Tool](https://starcitizen.tools/Pyro_RYT_Multi-Tool) along with its [TruHold tractor beam attachment](https://starcitizen.tools/TruHold_Tractor_Beam_Attachment), or the much stronger [MaxLift tractor beam](https://starcitizen.tools/MaxLift_Tractor_Beam), in order to move and attach SCU crates to and from your ships cargo grid. Both of these can be purchased at [Cargo Decks](https://starcitizen.tools/Cargo_Deck) on LEO stations. !!! info Note - The Multi-tool's tractor beam attachment is **limited** to only carrying **1**, **2**, **4**, **8**, and **16** SCU crates. - The MaxLift can carry **all sizes** of SCU crates. - Ships with tractor beams, like the Nomad, can carry **all sizes** of SCU crates. - Ship tractor beams tend to be **quite finicky** to use, so most people prefer to use the FPS tools instead for the time being. !!! note Tractor Beam Tips - To use your ship's mounted tractor beam, hold `F` and find the **"Enter Remote Turret"** prompt on the dashboard. Some larger haulers have dedicated terminal stations you need to interact with for their tractor beams. - Use **`Scroll Wheel`** to adjust the distance while holding an object; but for ship tractor beams, you have to **hold `Alt`** in addition. - Hold **`R`** and **move** your **`Mouse`**/**`Scroll Wheel`** to rotate the object you're holding - Make sure you are in **"Detachment"** mode in order to snap cargo boxes to the grid. Both FPS tractor beam tools have an additional mode called "Traversal" that is only useful in EVA. The default bind to swap between them is **`B`**. To begin, accept the ["Opportunity For Independent Cargo Hauler"](https://files.catbox.moe/jqo8i9.png) contract provided by [Covalex Independent Contractors](https://starcitizen.tools/Covalex_Shipping) (currently the only contractor to earn hauling rep with) under the **"Hauling" tab**. You will be tasked with transporting anywhere from **6-11 SCU** of cargo from the LEO station above your current spaceport back down to a planetary location and storing them via the freight elevators. After completing that, you'll start receiving many more contracts to begin your hauling career. The distance you travel per contract span from **planetary** to **local** up to **solar** and **interstellar**, either taking 1 **direct** route or connecting **several** pickup locations and one drop-off point—or vice versa. The amount of cargo you will be carrying and the value of the commodity entrusted to you vary between these different classifications: - **Extra Small** hauling contracts that range from **6-11 SCU**. - **Small** hauling contracts that range from **10-30 SCU**. - **Medium** hauling contracts that range from **60-400 SCU**. - **Large** hauling contracts that range from **450-4000 SCU**. Progression in the early ranks up to **Junior** level provides you with small and extra small contracts, **Member** adds medium contracts and is where the reputation grind takes a sharper rise required to progress up to **Experienced** and beyond for the largest hauling options. !!! info Abandoning a hauling contract will then require you to return the cargo. If you fail to do so, you will lose reputation and the cargo will be marked as **stolen**. #####!~Hauling Contract Tips~! - The contract will specify the maximum size of the SCU containers you will be hauling, so consider your ship's capabilities before accepting it. - You can **chain multiple contracts** together. - **Pay attention** to the pickup and dropoff destinations, and make sure you have enough SCU space on your ship. - In these 2 examples (**[1](https://files.catbox.moe/e4bpfd.jpg), [2](https://files.catbox.moe/1z4hd0.jpg)**), I have 1 pickup location (Everus Harbor) and 3 of the same drop-off points around the planet. - Keep in mind the severe hit to your reputation by potentially failing multiple contracts simultaneously. - Organize the cargo on your ship by keeping the crates from the same contract together to make unloading easier. - You **cannot buy or steal** the specific commodities the contract requires you to deliver in place of those provided. - Try and **avoid** contracts that take you to [Salvage Yards](https://starcitizen.tools/Category:Salvage_yards), as these have no armistice. - You can **share** these contracts **with party members**, with the **exception** of the initial contract. - This means you can take on bigger/multiple contracts and split the haul between multiple ships. - However, this means you will end up **splitting** the reputation and money rewards equally between all members of the party. - You can **nest** smaller SCU containers within larger, empty SCU containers. These empty containers can be purchased at Cargo Decks on LEO stations, currently only available in **1**, **2**, **4**, and **8** SCU options. - This means that instead of moving 6 1 SCU containers, for example, you could instead put them all into a single 8 SCU container and just carry that around. *** ####->Intro To Mining<- Mining gameplay involves sending a steady beam of energy from your ship/vehicle/multi-tool into a mineable deposit while constantly adjusting its laser power output in order to keep the energy at optimal levels until the deposit fractures. Although the processes of mining is rather straightforward, there is enough of a challenge to demand your constant attention or risk severe consequences. I recommended using websites such as **sc-tradetools** to find deposit locations and where to sell the gems. >**[FPS Mining](https://rentry.org/guier/#fps-mining)** >**[Ground Vehicle Mining](https://rentry.org/guier/#ground-vehicle-mining)** Resources: | Links: :---- | :---- **Deposit Locations & Value** | https://sc-trade.tools/mining **FPS & ROC Mining Guide** | https://www.youtube.com/watch?v=STKhuEEvW44 **Mining Cheat Sheets** | https://redmonstergaming.com/mining-cheat-sheets/ **Rent Terminal Locations & Prices** | https://starcitizen.tools/Ship_renting #####!~FPS Mining~! FPS mining serves as the introductory point into the mining profession for newer players looking to make some easy money. To start off, you're going to need to buy a [Multi-Tool](https://starcitizen.tools/Pyro_RYT_Multi-Tool) along with the [OreBit Mining Attachment](https://starcitizen.tools/OreBit_Mining_Attachment) and a **backpack** to store the gems. You can find these at most **general stores** at major landing zones and [Cargo Decks](https://starcitizen.tools/Cargo_Deck) on LEO stations. The gem deposits that the Multi-tool can mine can only be found in **caves** on the planets and moons of Stanton. Some caves have waypoints on the starmap, which makes getting there trivial vs. caves without markers you'd usually have to find through third-party sites (such as verseguide). There are currently 4 kinds of gem deposits you can find in these caves that are distinct by their color, each with their own value and rarity. In order from least valuable to most, these are **Aphorite** (blue), **Dolivine** (green), **Hadanite** (purple), and if you are really lucky, **Janalite** (yellow). !!! note Multi-tool Mining Tips: - Hold **`Alt`** + **`Scroll Wheel`** to manually adjust the laser's power output. - After cracking a deposit, toggle extraction mode with the default keybind **`B`** so you can vacuum and automatically store gems straight into your backpack, instead of manually picking them up one by one. #####!~Ground Vehicle Mining~! The [Greycat ROC](https://starcitizen.tools/ROC) is currently Star Citizens only ground mining vehicle (we don't talk about the DS), available to **rent** or **purchase** if you end up liking it. First off, you're going to need a ship that can **carry** the ROC, the cheapest option available to rent capable of that is the **!~Nomad~!**. Remember to **first** spawn the ROC in your hangar and drive it off the platform elevator **before** spawning your ship. You'll also need to buy at least 1 empty SCU container (of any size) in order to transfer and store the gems from the ROC into a station/city's inventory to sell them. These can be purchased at [Cargo Decks](https://starcitizen.tools/Cargo_Deck) on LEO stations. The ROC's cabin **does not provide protection** from the elements, so its imperative that you **equip protective gear** if you plan to mine on hot or cold planets/moons. - For freezing temperatures, get the [Novikov Exploration Suit](https://starcitizen.tools/Novikov_Exploration_Suit). - For very hot temperatures, get the [Pembroke Exploration Suit](https://starcitizen.tools/Pembroke_Exploration_Suit). Gem deposits that only the ROC can mine are often found on the surfaces of specific moons and planets. These are the same types of gems found in caverns (with the exception of Janalite), but they are larger and have a higher yield. Use your ship's scanner to ping for deposit signatures when low-flying on a planet or moon (**`Tab`**), and locate the RS signature associated with ROC deposits, as outlined in the **mining cheatsheets** linked above. !!! info 3.24's inventory changes have left the ROC in an awkward position. In order to sell the gems you've mined, you must: 1. Move all of the gems from the ROC's inventory into an empty SCU container, utilizing your backpack as a midway point. 2. Store the box via the freight elevator at the location of where you are selling them. 3. Then use the freight elevator's terminal to move the gems out of the box in order for the commodity buy/sell terminal to recognize them. This process can be made less grueling by opening up both the ROC and the SCU container's inventory's at the same time, as demonstrated here: https://www.youtube.com/watch?v=oJFFI_MYcuE *** ####->Intro To Salvaging<- !!! warning Before going further, you'll need to save up enough credits to rent the [!~Drake Vulture~!](https://starcitizen.tools/Vulture). Both salvage FPS tools (the Multi-tools [Cambio-Lite SRT Attachment](https://starcitizen.tools/Cambio-Lite_SRT_Attachment) and the [Cambio SRT](https://starcitizen.tools/Cambio_SRT)) are not profit makers, so I'm ignoring them. Salvage gameplay in Star Citizen is very simple and does not offer any challenge in its current form. As of now, the process by which players salvage is, and can be done in **no particular order**: 1. Stripping any useful and/or valuable components, weapons, and cargo from derelict ships. 2. Scraping off the hull with your salvage ship/handheld tool and being rewarded with valuable [Recyclable Material Composite](https://starcitizen.tools/Recycled_Material_Composite) (RMC). 3. Breaking down the wreck into multiple pieces then disintegrating them into [Construction Material](https://starcitizen.tools/Construction_Materials) (CM). As of the current patch, we won't concern ourselves with steps 1 and 3 because of the Vulture's limited cargo hold; **RMC** is way too valuable to sacrifice space for anything else. Resources: | Links: --- | --- **Beginner Guide** | https://www.youtube.com/watch?v=nM1uPwz2WfI **Salvage Cheat Sheets** | https://redmonstergaming.com/star-citizen-salvage-cheat-sheets/ First, grab a [Multi-Tool](https://starcitizen.tools/Pyro_RYT_Multi-Tool) along with its [TruHold tractor beam attachment](https://starcitizen.tools/TruHold_Tractor_Beam_Attachment) in order to move and stack the commodity boxes the Vulture will produce. You can find those at most **general stores** at major landing zones and [Cargo Decks](https://starcitizen.tools/Cargo_Deck) on LEO stations. This profession also introduces **crafting**, albeit in a minor way. Both salvage ships have terminals that use the materials gathered to craft multi-tools and their attachments with the resources you gather (RMC/CM) while salvaging, if you forget to buy the multi-tool. !!! note Multi-Tool Tractor Beam Tips: - Use **`Scroll Wheel`** to adjust the distance while holding an object. - Hold **`R`** and **move** your **`Mouse`**/**`Scroll Wheel`** to rotate the object you're holding - Make sure you are in **"Detachment"** mode in order to snap cargo boxes to the grid. The FPS tractor beam tools have an additional mode called "Traversal" that is only useful in EVA. The default bind to swap between them is **`B`**. You have a few different ways you can go about finding things to salvage in Star Citizen, all playing the exact same way. - [x] **!~Hull Scraping Debris (Panels)~!** This method has you fly inside of **asteroid fields** (either those at Lagrange stations or Yela's orbit for example) in search of **scrap panels**, by utilising your ships scanner (**`TAB`**) and identifying their RS signature as outlined in the **salvage cheatsheets**. Compared to salvage contracts, this method has the **least** amount of travel time and **no entry fee**. - These panels can only provide you with RMC, which is the only resource currently worth gathering anyways. - [x] **!~Salvage Contracts~!** Salvage contracts (verified) serve as an introduction into the profession by providing you the **salvage rights** and **location** of a derelict ship to salvage. You can take your time with these contracts, even **abandoning** them at roughly 50% completion and still be counted as successful. - As you complete them, you will be provided contracts for larger derelict ships, but keep in mind that the Vulture can only **structurally salvage** ships **smaller** than the **[Mercury Star Runner](https://starcitizen.tools/Mercury_Star_Runner)**. - [x] **!~Salvaging Abandoned Ships~!** When players log off or claim another ship via the ASOP terminals, it tends to create a buildup of abandoned ships that clutter and persist on the outskirts of stations and ground locations, leaving an unpleasant sight. With the changes introduced in 3.24, you can now clean up these **unowned** ships in green zones (armistice) without consequences. - You cannot salvage ships while their shields are up. !!! info Unowned vehicles are those that players have claimed a replacement for via the ASOP or AI ships that no longer have pilots. You can tell if a ship is unowned by **scanning it** (**`V`** to enter scan mode and **hold `Left Click`**), and if the owner of the ship comes back to **"Game Rules"** instead of an actual name, then it is considered **unowned**. *** ####->Unverified Contracts<- The Contracts App provides you with "Verified" contracts, given out by various security and bounty hunting factions, along with "Unverified" contracts, which are primarily **unlawful** counterparts to some verified contracts offered by unknown and shady entities, **toggled** via this tab:->![Verified/Unverified toggel](https://i.imgur.com/CKTl4VB.png)<- I considered putting this in "Avoid" because potentially getting a crimestat as a newer player from these contracts can be a pretty big blow towards your progression, and not to mention very **costly**. While I don't really touch these contracts myself, I can't say either way if they are bugged/worth the effort or not, so I'll leave it up to you to find that out for yourself. In any case, **!~you shouldn't be doing these right away~!**. *** ####->Global Events<- !!! note When these events are active, the contract will be found under the **"Priority"** tab in the contracts manager. Global event's are large scale missions that encourage server wide participation, either to work together against a large enemy faction in PvE or fight for control at a dedicated PvP zone (like Jumptown) for big payouts. These events usually accompany a new patch and runs on a schedule that CIG will announce in a dedicated forum post. Currently, you cannot "officially" join and earn reputation on the side of the enemy factions in these events, but some do provide an **unlawful/lawful counterpart** contract you can take, as well as the freedom to engage in PvP ~~tomfoolery~~ on behalf of the enemy. >**[XenoThreat - Assault on Stanton](https://rentry.org/guier/#xenothreat-assault-on-stanton) >[Jumptown](https://rentry.org/guier/#jumptown) >[Siege of Orison](https://rentry.org/guier/#seige-of-orison) >[Blockade Runner](https://rentry.org/guier/#blockade-runner)** *** #####[!~XenoThreat - Assault on Stanton~!](https://robertsspaceindustries.com/comm-link/transmission/19854-XenoThreat-For-New-Players-2024) [XenoThreat](https://starcitizen.tools/XenoThreat), a pirate faction from the neighboring star system [Pyro](https://starcitizen.tools/Pyro_system), has invaded Stanton with considerable firepower, and a server wide announcement will call on everyone to head to the [Stanton - Pyro Jump Point's Station](https://starcitizen.tools/Pyro_Gateway) and help fight them back. This event has 2 phases: the first is to protect and restock a UEE Javelin Destroyer docked at the gateway station by hauling 3 types of volatile cargo from Starfarer wrecks until the Javelin is ready to fight off the XenoThreat fleet for the 2nd and final phase. #####[!~Jumptown~!](https://robertsspaceindustries.com/comm-link/transmission/19156-Jumptown-21) - [x] Has Lawful & Unlawful Contracts This event was inspired by emergent gameplay that took place in 2019, when a drug spawning outpost on the moon Yela called "[Jumptown](https://starcitizen.tools/Jumptown)" had a bug that caused it to provide more drugs than intended, and what followed was a huge influx of players flocking to this small little outpost to get their hands on the valuable cargo and fight off anyone who wanted a cut. CIG has then tried to recapture that lightning in a bottle here in this global event, while also adding 1 outpost per jurisdiction that rotates on a timer. #####[!~Siege of Orison~!](https://robertsspaceindustries.com/comm-link/transmission/18748-Siege-Of-Orison) This **FPS-focused** event will call on the entire server to go to the city of Orison on the gas giant Crusader and retake multiple floating platforms near the city currently being occupied by the pirate faction [9 Tails](https://starcitizen.tools/Nine_Tails). The progression between recapturing each platform is linear, and in order to advance between them, you have to defeat 1 enemy lieutenant per platform up until the siege ringleader will entice you to fight him on a docked cargo barge for the finale. !!! info If you decide to attack other players on these platforms, you will be branded as a **"9 Tails sympathizer,"** and a marker will be placed on you that everyone else on your platform can see. #####!~Blockade Runner~! !!! danger WIP (3.24) - [x] Has Lawful & Unlawful Contracts. 1000SCU *** ####->Your First Ship Purchase<- !!! note Star Citizen guide on where to buy ships - https://www.youtube.com/watch?v=IYUJkArcawA These are my personal recommendations for ships that I believe are worth grinding for as your first in-game purchase, so feel free to consider or ignore them. I outline more **profession specific ships** for the career you decide on pursuing in **[Career Paths](https://rentry.org/guier/#career-paths)**. Name:| JPEG: | Description: :---- | :---- | :---- **[Anvil Pisces C8R](https://starcitizen.tools/C8R_Pisces_Rescue)** | ![C8R](https://i.imgur.com/cUaGlZH.jpeg) | **In-game Cost** = 555,660 aUEC->->**Purchase Location** = ArcCorp - Area18 - Retail bridges - Astro Armada->->   ->-> ->->I'm only recommending the C8R for those who wish to spend their time in Star Citizen primarily grinding **FPS content**.->->   ->-> ->->This is because the C8R has a **Tier 3 medical bed**, which allows you to set your respawn point to the ship (you must be within 20 km to respawn on it) and mend any minor injuries you receive.->->   ->-> ->->This makes it a great, low-cost little ship that can get you to objective sites and reduces travel distances to reclaim your gear after death. **[Drake Cutlass Black](https://starcitizen.tools/Cutlass_Black)** | ![Cutlass Black](https://i.imgur.com/Kg9z2Zp.png) | **In-game Cost** = 2,116,800 aUEC->->**Purchase Location** = Hurston - Lorville - Teasa Spaceport - New Deal->->   ->-> ->->One of the most popular ships in the game for the **1-3 player groups** that can facilitate a variety of gameplay opportunities.->->   ->-> ->->With the Cutlass Black, you get: ->->%#9acd32%>46 SCU space **OR** Room for a small ground vehicle.%%->->%#9acd32%>Rear mounted tractor beam, remotely controlled by the co-pilot.%%->->%#9acd32%>4 Size 3 Weapon hardpoints & 6 Missile racks for the pilot.%%->->%#9acd32%>A manned turret on the top for extra multi-crew DPS.%%->->%#9acd32%>VTOL capabilities.%%->->%#9acd32%>Weapon rack that can hold up to 4 rifles.%% *** ->**[Getting Started](https://rentry.org/guier/#getting-started)** -> *** **=============================================================================================** ###->Career Paths<- This section will be dedicated to providing useful and updated information on the career you've decided on pursuing. I will continue going forward under the assumption that you primarily play **solo** (with an exception for unlawful players). >**[Cargo Hauler & Trading Career](https://rentry.org/guier/#cargo-hauler-trading-career) >[Mining Career](https://rentry.org/guier/#mining-career) >[Salvaging Career](https://rentry.org/guier/#salvaging-career) >[Bounty Hunting Career](https://rentry.org/guier/#bounty-hunting-career) >[A Pirate Life](https://rentry.org/guier/#a-pirate-life)** *** ####->Cargo Hauler & Trading Career<- The hauling contracts introduced in 3.24 are currently the best way to make money in this profession, while the commodity trading aspect lacks any depth, and has not been in the best place for quite some time. Commodity trading currently works as follows: each commodity has a fixed buy/sell price set by CIG (which is frequently changed per patch), and each of the game's trade hubs (citys, stations, outposts) has a restricted supply/demand capacity that refreshes on a set timer. All of these trading hubs' supply/demand capacity is shared with every server in every region, forcing you to compete with all the devoted traders online for the most sought-after commodities, resulting in longer wait times at terminals for stock replenishment. Star Citizen still does not have any kind of background economy to dynamically control supply and demand and dictate the pricing of commodities and anything else for that matter. CIG's solution to this has been in the works for a very long time now (with seemingly no real implementation date in sight), dubbed the "Quantum/Star Simulation." For all the real space trucking enthusiasts that want to know more about this future background simulation that will drive the games economy and more, I highly recommend you watch Tony Z's breakdown on it here: >[Star Citizen: CitizenCon 2949 - Building a Dynamic Universe](https://www.youtube.com/watch?v=_8VFw1F-olQ) >[Star Citizen: Quantum, Quasar, and Virtual AI](https://www.youtube.com/watch?v=2muGWtX8e7g&t) >>Or, watch [Space Tomato's breakdown of the Quantum Simulation](https://youtu.be/SQcZEc40YR4?t=360) Cargo Resources: | Links: :---- | :---- **Wiki** | https://starcitizen.tools/Cargo **General Purpose Website(s) for Trading Logistics and more** | https://sc-trade.tools/home ->-> https://uexcorp.space/ ->-> https://www.gallog.co/ #####!~Your First Cargo Ship~! There are various cargo ships in the small, medium, large, and capital classes that you may advance through in this career, but for beginners, the **Hull A** is the best starting point in terms of the SCU capacity you get for the relatively low price compared to the others in its class. Cargo Ship:| JPEG: | Description: :---- | :---- | :---- **[MISC Hull A](https://starcitizen.tools/Hull_A)** | ![Hull A](https://i.imgur.com/r32hVEB.jpeg) | **In-game Cost** = 1,701,000 aUEC->->**Purchase Location** = Hurston - Lorville - Teasa Spaceport - New Deal->->   ->-> ->->With the Hull A, you get:->->%#9acd32%>64 SCU of cargo space.%%->->%#9acd32%>Living quarters.%%->->%#9acd32%>Expandable/Collapsible external cargo grid for ease of loading & unloading (`Right Alt + K`).%%->->%#9acd32%>Able to carry 1, 2, 4, 8, & 16 SCU crates.%% *** ####->Mining Career<- !!! danger WIP Each of the large deposits you encounter while ship mining has its own inherent resistance and instability based on their total mass and ore contents. This greatly influences whether you can shatter them with the tools you have or may necessitate the use of various [mining laser heads](https://starcitizen.tools/Mining_laser), [gadgets](https://starcitizen.tools/Mining_gadget), and [modules](https://starcitizen.tools/Mining_module) to successfully fracture. The profit from gathering raw ore while ship mining depends. You have the choice of either: - Immediately selling the raw ore for only **half the profit**. - **Refining** the ore at [Refinery Decks](https://starcitizen.tools/Refinery_Deck) to convert them into commodities that would then need to be hauled off and sold at trade hubs for the **highest profit**. The method of refinement you choose dictates how long it will take to complete, the total yield, and the overall fee for using their services. In general, the longer it takes to refine, the greater the yield, and vice versa. After refining your ore, you'll need a ship with cargo capacity in order to transport the commodities, and luckily, there is a ship rental terminal at these refinery decks. !!! note - You can have multiple refinery jobs running **simultaneously**. - Make sure the cargo ship you plan on using to haul the refined goods is **stored** at your current location in order for the refinery's terminal to recognize it. Mining Resources: | Links: :---- | :---- **Wiki** | https://starcitizen.tools/Mining **Beginner Guide** | https://www.youtube.com/watch?v=HNOk5Hkz3Nc **Mining Cheat Sheets** | https://redmonstergaming.com/mining-cheat-sheets/ **Dedicated Website** | https://regolith.rocks/ #####!~Your First Mining Ship~! When it comes to solo ship mining, the **Prospector** is currently the only option available to you either to **rent** or **purchase**, and the [Argo MOLE](https://starcitizen.tools/MOLE) is your only multicrew option. The MOLE can also technically be "soloable" and is by those very dedicated; however, you may find it a very tedious task to operate. I'm personally not a fan of the "solo mole," but it's up to you to explore that option later down the road. Mining Ship:| JPEG: | Description: :---- | :---- | :---- **[MISC Prospector](https://starcitizen.tools/Prospector)** | ![Prospector](https://i.imgur.com/dQ5S271.jpeg) | **In-game Cost** = 2,929,500 aUEC->->**Purchase Locations** = Hurston - Lorville - Teasa Spaceport - New Deal->->   ->-> ->->With the Prospector, you get:->->%#9acd32%>32 SCU of ore capacity.%%->->%#9acd32%>1 Size 1 Mining laser.%%->->%#9acd32%>Living quarters.%%->->%#9acd32%>VTOL capabilities.%% *** ####->Salvaging Career<- Due to how straight forward this gameloop is, I cant say there's anything else to cover about that I haven't already (in intro to salvaging) for now. I don't know what the future holds for this profession, so enjoy the easy money before they *potentially* nerf it. #####!~Your First Salvage Ship~! Like mining, the only salvage ship built for solo players is the ~~venture~~ **Vulture**, and the only multicrew option available is the [Reclaimer](https://starcitizen.tools/Reclaimer). As someone who has "solo'd" the Reclaimer a couple times already, I'd rather stick my head in a blender, but as always, that option is entirely up to you. Salvage Ship:| JPEG: | Description: :---- | :---- | :---- **[Drake Vulture](https://starcitizen.tools/Vulture)** | ![Vulture](https://i.imgur.com/lup8bb5.jpeg) | **In-game Cost** = 2,646,000 aUEC->->**Purchase Locations** = Hurston - Lorville - Teasa Spaceport - New Deal->->   ->-> ->->The Vulture cannot structurally disintegrate anything larger than a [Mercury Star Runner](https://starcitizen.tools/Mercury_Star_Runner).->->   ->-> ->->With the Vulture, you get:->->%#9acd32%>12 SCU of cargo space.%%->->%#9acd32%>Living quarters.%%->->%#9acd32%>2 Size 1 salvage heads.%%->->%#9acd32%>Multi-Tool crafting station.%% *** ####->Bounty Hunting Career<- There isn't much else to touch on about the bounty hunting in its current form, but it wont remain this dull forever. If you are interested in the future of this career, I suggest checking out this video: https://www.youtube.com/watch?v=KNm-eZSAHcU #####!~Your First Bounty Hunting Ship~! As things stand, the ship you'd want to purchase in-game for **PvE** bounty hunting would be dedicated solely to fighting, like the **Buccaneer**. Those that choose the Avenger Titan starter pack can remain with it for a while before moving onto buying a heavy fighter, such as one of the **Aegis Vanguard variants.** For **PvP** bounty hunting, you may want to consider a ship with **Quantum Dampening** (QD) capabilities that jams your targets quantum drive, preventing them from having speed in NAV mode and jumping away. The ship best suited for that is the **Cutlass Blue.** Combat Ship:| JPEG: | Description: :---- | :---- | :---- **[Drake Buccaneer](https://starcitizen.tools/Buccaneer)** | ![Buccaneer](https://i.imgur.com/fLDvGJL.jpeg) | **In-game Cost** = 1,663,200 aUEC->->**Purchase Locations** = Hurston - Lorville - Teasa Spaceport - New Deal->->   ->-> ->->A great fighter with high chasing speed, impressive loudout compared to others in its class, and relatively cheap to buy in-game.->->   ->-> ->->The Drake Buccaneer has a loudout of:->->%#9acd32%>1 Size 4, 2 Size 3 & 2 Size 1 Weapon hardpoints.%%->->%#9acd32%>2 Missile racks.%%->->%#9acd32%>2 Size 1 Shield generators.%%->->%#9acd32%>1 Size 1 Powerplant.%%->->%#9acd32%>2 Size 1 Coolers.%% **[Drake Cutlass Blue](https://starcitizen.tools/Cutlass_Blue)**|![Cutty Blue](https://i.imgur.com/fh1Ui93.jpeg)|**In-game Cost** = 3,704,400 aUEC->->**Purchase Locations** = Hurston - Lorville - Teasa Spaceport - New Deal->->**[How to utilize the Cutlass Blue's Dampener](https://youtu.be/csV6ZxdRwHU?t=1046)**->->   ->-> ->->The Cutlass Blue's interior is taken up by 12 cryopods that currently serve no purpose and cannot be removed.->->   ->-> ->->The Cutlass Blue has a loudout of:->->%#9acd32%>4 Size 3 Weapon hardpoints & 6 Missile racks for the pilot.%%->->%#9acd32%>A manned turret on the top with 2 Size 3 Weapon hardpoints.%%->->%#9acd32%>1 Size 1 Quantum Dampener.%%->->%#9acd32%>1 Size 2 Shield generator.%%->->%#9acd32%>1 Size 2 Powerplant.%%->->%#9acd32%>2 Size 2 Coolers.%% *** ####->A Pirate Life<- As a player looking to profit solely at the expense of others, you will need a lot of patience and the understanding that you may not encounter anyone for **hours**, let alone another player carrying cargo worth stealing, given that Star Citizen has only **100 player cap servers**. Resources: | Links: :---- | :---- **Wiki Entry** | https://starcitizen.tools/Piracy **Interdiction Route Planner**| https://snareplan.dolus.eu **Guide to Planning Stakeouts & Utilizing the Mantis** | https://www.youtube.com/watch?v=csV6ZxdRwHU The only (afaik) method of **solo piracy** is carried out by camping [salvage yards](https://starcitizen.tools/Category:Salvage_yards), and waiting on the ground for someone to arrive with their cargo ship, then attempting to sneak aboard when the lift/ramp goes down. Piracy with a **group** takes a different approach and is much preferred over doing it solo. First off, It is !~**mandatory**~! that one member of the group is flying the **RSI Mantis** in order to utilize its **quantum snare** capabilities that can pull other ships out of quantum travel on your location. When your group is all ready to go, you'll need to identify popular **trading routes**, which is typically done using third-party websites (such as https://uexcorp.space/). After identifying a route you're confident in, use the interdiction route planner (linked above) to get your group into position and wait for a catch. Quantum Snare Ship:| JPEG: | Description: :---- | :---- | :---- **[RSI Mantis](https://starcitizen.tools/Mantis)** | ![Mantis](https://i.imgur.com/rbVvSI6.png) | **In-game Cost** = 3,402,000 aUEC->->**Purchase Locations** = Hurston - Lorville - Teasa Spaceport - New Deal->->   ->-> ->->This is currently the only ship in the game that has quantum snare capabilities.->->   ->-> ->->**Note:** **SpaceCutlet's** has a guide on using Mantis, along with the interdiction route planner.->->   ->-> ->->The RSI Mantis has a loudout of:->->%#9acd32%>2 Size 3 Weapon hardpoints%%->->%#9acd32%>1 Size 3 Quantum Entanglement Device.%%->->%#9acd32%>2 Missile Racks.%%->->%#9acd32%>2 Size 1 Shield generators.%%->->%#9acd32%>1 Size 1 Powerplant.%%->->%#9acd32%>2 Size 1 Coolers.%% *** ->**[Getting Started](https://rentry.org/guier/#getting-started)**-> *** **=============================================================================================** ##->Additional Resources<- Previous | Topics Covered Here :-----: | :-----: **[Table of Contents](https://rentry.org/guier/#comprehensive-table-of-contents)** | **[Game FAQ](https://rentry.org/guier/#game-faq)** **[Introduction](https://rentry.org/guier/#introduction)** | **[FPS Tips](https://rentry.org/guier/#fps-tips)** **[Important to Know](https://rentry.org/guier/#important-to-know)** | **[Flight Tips](https://rentry.org/guier/#flight-tips)** **[Getting Started](https://rentry.org/guier/#getting-started)** | **[Troubleshooting](https://rentry.org/guier/#troubleshooting)** **=============================================================================================** ###->Game FAQ<- !!! danger WIP - Why does my ship only fly **30 m/s**? - This is because your landing gear is **down**. - You can bind a key to toggle this feature on and off by going into: **`Settings`** > **`Flight - Movement`** > **`Automatic Precision Mode`**. - Why can't I see any Quantum Travel Markers? - Make sure you are in the **QTM** operator mode while in **NAV**. - If you set a route in the Maps App, you will only see the relevant markers for that route. *** ->**[Additional Resources](https://rentry.org/guier/#additional-resources)** -> *** **=============================================================================================** ###->FPS Tips<- - You can control your walk/jog speed with the **`Scroll Wheel`**. - Toggle global chat by with **`F12`**. - You can **instantly buy and carry** items that are on display in general stores (like water bottles) by **tapping `F`**. - After doing that, tap **`Right click`** to store the item you are holding straight into your personal inventory. - **Holding `F`** will purchase and store it at your current locations inventory, which you'll then have to interact with a **"Storage Access"** terminal to retrieve. - You can quickly unequip and equip your helmet by pressing **`Left Alt + H`**. - This will place your helmet in your hip not taking up any inventory space, however, there is currently **no animation** or **physical helmet model** to visualize this (trust me, its there). - When eating or drinking, **hold `Left Click`** to consume it all in one go. - You can refill/repool your current weapons magazine by **pressing `Left Alt + 1`** to begin the process of pulling the ammo from other mags. - When you run out of equipped magazines to reload from, your character will start **backpack reloading**, which automatically performs a short animation to locate and retrieve a mag from your backpack to reload with. - The bottom right corner of your HUD will show an **indicator** signaling whether the next mag you'll retrieve is from your belt or backpack. - When looting corpses in the quick loot screen, pressing **`Tab`** toggles between the view of their inventory and equipped armor. - From there you can quickly swap and equip their armor. - Certain combat helmets give you a **dynamic crosshair** that follows your weapon barrels placement along with **hitmarkers**. - [**Click here**](https://www.reddit.com/r/starcitizen/comments/1ckx1rk/dynamic_crosshair_helmet_list/?share_id=HaZu99mkgSeHFRNKLMnMw) for a list of all the current helmets that come with these features. - You can **toggle hitmarkers** in **`Options`** > **`Game Settings`** > **`"Hitmarker Enabled"`** - Press **`J`** to open a customization menu for the weapon you are holding. - **Dont crouch** before doing that because the view becomes misaligned. - Wipe the moister/frost from your visor that accumulates in heavy weather conditions by **pressing `Left Alt + X`**. - For all the larpers out there, **press `Left Alt + R`** to hold your gun in a **lowered** position. - To **holster** the gun you have equipped, **hold `R`**. - **Hold `1`** to bring up a **weapon wheel**. - **Press `F + Right Click`** to bring up an interaction wheel full of options for the item/weapon you have equipped. - **`Double Clicking`** items from your personal inventory will **automatically equip** them to any available slot. - You can **cancel reloading** your weapon by doing any another action, such as **sprinting**. - Interaction prompts that have **3 visible dots** means you can hold **`F`** to bring up a radial menu with more options. ![More Options](https://files.catbox.moe/qiojmb.png) - When you're hovering over one of the options in this radial menu, press the **`Middle Mouse Button`** and you'll be given additional prompts to set it as "Primary" or "Secondary". - **Tapping `F`** on an item will do whatever is set to **"Primary"**. - **Double tapping `F`** on an item will do whatever is set to **"Secondary"**. - For example, you can set the gems mined from caves to "Store" as primary, and "Inspect" for secondary. *** ->**[Additional Resources](https://rentry.org/guier/#additional-resources)** -> *** **=============================================================================================** ###->Flight Tips<- Resources: | Links: --- | --- **Short Flight & Fight Guides** | https://www.youtube.com/watch?v=Ya2yVvM9Q9k (Targeting Pip) -> -> https://www.youtube.com/watch?v=dEg2lDJGle4 (Sub-targeting Components) ->-> https://www.youtube.com/watch?v=D6aU7tL6raA (Maneuvering) ->->https://www.youtube.com/watch?v=ayEBxAQVQNs (Distance Control) ->-> https://www.youtube.com/watch?v=SMO4Iwjq6hQ (Flying Coupled & Decoupled) ->-> https://www.youtube.com/watch?v=M25_x1tVrmU (Pitch Fighting) - Call your ship via the **ASOP terminals at the spaceport** before you take the elevator ride to your hangar to **skip the waiting.** - Some ships have transforming spindles/wings that are toggled by the keybind **`Left Alt + K`**. - Examples of ships that have them are the [Corsair](https://starcitizen.tools/Corsair) and [Hull A](https://starcitizen.tools/Hull_A). - The flight ready keybind **`Right Alt + R`** turns both the ships engines and power on at the **same time**. - **Wait 2-3 seconds** after the animation for entering the pilot seat ends **before pressing that**, or it will only turn on the Power (this is a bug). - You have to be within **10k** to hail the ATC at any given landing zone. - The quickest way to hail ATC is using the default bind **`Left Alt + N`** for both **takeoff** and **landing** requests. - **Toggle off** your ships engines when landed with the default keybind **`I`**. - This is a temporary bug workaround to prevent your ship from getting blown away by the wind (not even sure this bug still exists, its just muscle memory at this point). - When taking off or landing, go into **3rd person** with the default keybind **`F4`** and **hold `Z`** to enter freelook to see your surroundings better. - To avoid having to hold down **`W`** to accelerate, toggle cruise control by pressing **`Left Alt` + `C`**, then throttling up. - **Don't forget** to toggle it off on approach. - Swapping to SCM from NAV acts as a **speed brake**. - You need to climb **10k** above a planet's atmosphere in order to engage quantum travel. - Climb **80k > 90k** for Crusader. - Climb **3.5k** for moons. - You can cancel quantum travel by **holding `Left Click`**. *** ->**[Additional Resources](https://rentry.org/guier/#additional-resources)** -> *** **=============================================================================================** ###->Troubleshooting<- !!! info For owners of an Intel CPU 12th generation and above. There are reported stuttering issues while having E-Cores enabled (mainly for those on Windows 10), so It's recommend to **disable them** through your motherboard's BIOS. When running into performance or other severe issues while playing Star Citizen, it's important to do your due diligence and rule out any issues on your end before seeking further assistance. Make sure that you also read up on the **known issues** with the current live patch and any **technical support articles** provided by CIG, provided here. Resources: | Links: ---- | ---- **Known Issues** | https://support.robertsspaceindustries.com/hc/en-us/articles/360056254754-Star-Citizen-Alpha-3-23-1-Known-Issues **Technical Support Page** | https://support.robertsspaceindustries.com/hc/en-us/categories/202530337-Technical-Support A basic troubleshooting checklist to run through for Star Citizen goes something like this: - Make sure that your PC specs meet the **minimum system requirements**. - Install the game on an **SSD**. This cannot be stressed enough. - Keep your Operating System and GPU drivers **updated**. - Enable the **XMP profile** in your motherboards BIOS to unlock your RAMs advertised speeds. - You can view your RAM's current clock speed by **right-clicking on the **`Taskbar`** > **`Task Manager`** > **`Performance Tab`**, and it will be displayed near the bottom next to **"Speed."** - Delete the **"user"** folder. - Other gameplay and performance issues may be solved by deleting the user folder, located in the default **`C:\Program Files\Roberts Space Industries\StarCitizen\LIVE`** installation path. - Before you do so, make sure to **!~backup~!** any **custom keybindings** and **character presets** you've made. - Keybind files are located in the **`LIVE\user\client\0\Controls\Mappings`** path. - Character preset **`.chf`** files are located in the **`LIVE\user\client\0\CustomCharacters`** path. - Delete the **shaders** folder if you are running into performance graphical issues in-game. - The shaders folder is located in the default **`C:\Users\(You)\AppData\Local\Star Citizen`** path - It will be named something akin to **`sc-alpha-(patch number)_vwyoj_0`**. - The game will then recompile the shaders for each location you visit as you play. - In some extreme account related cases, a potential solution is to **initiate a character repair** through the official website. - On the RSI website, go into your **`Account`** > **`Settings`** > **`Character Repair`** and click **`"Initiate Character Repair"`**. - In doing so: - Your playing avatar will be re-created. - Your character will be sent back to your home location. - Inventories, items, currencies and mission progress will persist. - Make sure that your **systems clock is !~synced~!**, or you will encounter strange issues in-game (such as not being able to change ship components in the Vehicle app). - Open your Systems Settings. - Select Time and Language. - Click Date and Time. - Under the “Synchronize your clock” option, select the button that says “Sync Now”. - Restart your PC. - Reinstall Star Citizen. If the provided resources linked above and all these steps prove futile in alleviating your issues, you should then consider reaching out to CIGs customer support for further guidance. *** ->**[Additional Resources](https://rentry.org/guier/#additional-resources)** -> *** **=============================================================================================** ##->Changelog<- > - [x] **`08-28-2024` | `Patch 3.24`** - https://robertsspaceindustries.com/comm-link//20087-Star-Citizen-Alpha-3240 >> - [x]**Added:** **[Cargo Hauling Contracts](https://rentry.org/guier/#cargo-hauling-contracts)**, **[Intro To Salvaging](https://rentry.org/guier/#intro-to-salvaging)**, and **[Blockade Runner](https://rentry.org/guier/#blockade-runner)**. >>> - 3.24 (3.23.2) adds the remaining features that were delayed from 3.23's live release. While small, this patch introduces a couple of key additions to the game that make a significant impact: **Freight elevators** allow us to retrieve and store large objects and cargo into a location's inventory, as well as facilitate gameplay with the new **cargo hauling contracts** along with the introduction of **personal/persistent and instanced hangars**. This hangar refactor fulfills the original vision of the old hangar module, finally giving us a place we can decorate and truly call home. > - [x] **`05-10-2024` | `Patch 3.23`** - https://robertsspaceindustries.com/comm-link//19915-Star-Citizen-Alpha-3230 >> - [x]**Added:** **[The Mobi-Glas](https://rentry.org/guier/#the-mobi-glas)**. >>> - 3.23 is the biggest patch introduced to Star Citizen since 3.0, adding a whole slew of long-awaited QoL updates and additions, most notably the **overhauled Mobi-Glas/Starmap** and a fully **revamped character creator** with save, load, and import functionality. This patch also finally introduces **fauna** to the game and a completely **reworked flight model** dubbed "Master Modes." Another tech hurdle was passed with the **Replication Layer**. This tech gives Star Citizen true **server crash recovery** (most of the time), and is the final piece of the Server Meshing puzzle. Theres so much more to cover in this update, so I suggest going through the patch notes at your own leisure. !!! note All the live patch notes since the hangar module > https://starcitizen.tools/Patch_notes *** ->**[Back to the Table of Contents](https://rentry.org/guier/#comprehensive-table-of-contents)** -> *** **=============================================================================================** #->End<- !!! note If you believe the guides here could be clarified better, or have any other general suggestions, feel free to point them out in the threads. ![Him](https://i.imgur.com/uttbJ8o.jpeg) *** ->**[Back to the Table of Contents](https://rentry.org/guier/#comprehensive-table-of-contents)**<- ***