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Gameplay Guide\nA key pillar of Star Citizen\u2019s vehicle gameplay loop is Engineering. It turns the moment-to-moment management of ships and vehicles into a focused effort to keep them operating at peak performance. It becomes especially important on larger vehicles with interiors, where full efficiency depends on multiple crew members working together to manage all essential systems. Engineering sits at the heart of managing a ship\u2019s systems and resources in real time, while responding to critical failures across items and components, all with the goal of keeping the vehicle alive as long as possible.\n\nIt is a constant balancing act for any crew, relying on engineers to make vital decisions that preserve the full capabilities of their ship, protect lives, and keep them operating at their best out in the \u2018verse.\n\nBelow is a starter guide to the developing Engineering gameplay, covering the fundamentals and introducing the key elements you will use along the way, helping you get ready to tackle any issue that may arise while navigating. If you are looking for support as you begin your journey into Engineering, visit the Guide System to connect with an experienced player ready to help.\n\nNote: This post was released to coincide with Alpha 4.5, and will be updated when adjustments and changes are made to Engineering Gameplay.\n\nWHAT IS ENGINEERING GAMEPLAY?\nEngineering gameplay revolves around managing resources across your ships and vehicles through the Resource Network. This system forms the foundation of Engineering, allowing every item and system within a ship to communicate and rely on one another. The Engineering loop is how that management takes place, directing the flow of resources and keeping everything running as smoothly as possible.\n\nEngineering affects all ships and vehicles, although the experience changes depending on size and crew. On a single seat fighter, most Engineering tasks are handled directly through MFDs, with pilots relying on preset flight profiles (which are SCM and NAV). On larger multi crew ships, the loop focuses heavily on extending the ship\u2019s lifespan, with far more systems handled through a dedicated Engineering console and active coordination with the crew.\n\nAn engineer\u2019s job is to monitor the ship, manage power distribution and system performance, and use every available tool to keep the vehicle flying. It is all about getting the most out of the Resource Network and the ship\u2019s systems to operate at full capability.\n\nThis work takes shape in four key areas:\n\nPreparation - Before departure, review your ship\u2019s systems, extra parts, power levels, fuses, and anything else needed to stay flight ready. Always bring a Multitool with a Cambio Lite SRT attachment and a few full canisters for field repairs on components and hull.\n\nManagement - Distribute resources throughout the ship to achieve the operational profile you need. This can be adjusted in flight or swapped using presets.\n\nReaction - Address unexpected issues as they occur, including repairing, replacing, rerouting, or putting out fires with a fire extinguisher.\n\nMaintenance - Plan ahead for eventual failures, store critical spares, and counter long term wear (coming in a later patch), so the ship can fly for as long as possible.\n\nTOOLS\nAll engineers need to consider the following necessary tools to perform their tasks:\n\nCambio SRT\nRepair damaged components and damaged hull with the efficient two-handed Cambio SRT. Sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Amet consectetur adipiscing elit pellentesque habitant morbi tristique senectus. Nulla facilisi morbi tempus iaculis urna id volutpat lacus laoreet.\n\nCambio-Lite\nRepair damaged components and damaged hull with the quick one-handed Cambio-Lite SRT. A Aurora LX transport emerged from the jump-point and lumbered toward the Launch deck We offer this Entity to the Timeline as a place to study and a place to meet\n\nRMC Canisters\nRecycled Material Composite can be purchased from specialized shops or filled manually by using the scrapping mode on your SRT tool, to strip hull materials from ships. They are used with Cambio tools. Nulla facilisi morbi tempus iaculis urna id volutpat lacus laoreet. Sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Amet consectetur adipiscing elit pellentesque habitant morbi tristique senectus.\n\nFuses\nA handful of fuses in your backpack will make your job easier when replacing worn parts. Nicknamed Abyss due to its proximity to the Nebula, Yulin II looks like it's overseeCustoms agent the Pulsar\n\nExtinguishers\nPut out fires caused by malfunctions, overheated components or environmental failures. Replenish these by placing them back into their slots. Claimed entirely for military purposes, Hadrian II is home to the UPE and has the distinction of housUEE Colonial Command the largest population of Inforunners in the Empire Johnny waited a few moments before approachProcedural the Lift that Kray disappeared into\n\nENGINEERING ITEMS\nThese are the elements found within vehicles that will support the Engineering gameplay loop:\n\nComponents\nCore elements that drive the main functionality of major vehicle systems.\n\nRelays\nLink systems together and allow resources to travel through the ship. Relays come in various sizes.\n\nMFD Power and Diagnostic\nProvide a high level overview of power distribution and resource management.\n\nEngineering Console\nThe beating heart of Engineering in most ships with interiors, giving crew the tools to review power flow, allocate resources, control systems, and understand the ship\u2019s overall state.\n\nWHAT ARE COMPONENTS?\nComponents provide the main functionality for all major vehicle systems; they are the core organs that keep the ship flying. Engineers and the crew must ensure that all components remain operational to keep the features of your ship active, so you can keep flying and performing at your maximum potential in your selected activity.\n\nThe core components for any ship include:\n\nPower Plants - It is the beating heart of any ship, providing the essential power that keeps your components active.\n\nRadars - Identify targets and signatures around your ship.\n\nCoolers - Ensure all other components remain at operational temperatures.\n\nWeapons - Various offensive components.\n\nUtility Items - Specialized systems and components for certain ships such as salvaging or mining arms.\n\nShield Generators - Generate a shield protecting your ship against offensive weaponry.\n\nQuantum Drives - Allow a ship to enable their Nav Mode and gain incredible speeds to enter Quantum.\n\nJump Module - Focused on allowing ships to navigate jump points. It is always linked to their Quantum Drive.\n\nLife Support Generators - Maintain the life support systems throughout the ship: air, pressure and temperature.\n\nThey are the physicalized elements of Engineering gameplay and come with a range of variables to manage, including health and temperature values that must be monitored closely. These parts form the backbone of the ship, and you will need to operate, maintain, and repair them to keep everything functioning properly. Each one also has its own power demands that you will need to balance throughout different situations to stay effective.\n\nYour vehicle\u2019s components come in Sizes ranging from Size 0 up to Size 4, with Size 0 being the smallest and Size 4 the largest. Every vehicle has limitations on which sizes it can support and where they fit. All sizes can be earned or purchased from shops, but you can only replace Size 0 through Size 2 while in flight. Anything above Size 2 requires docking, although all sizes can still be repaired with the right tools. Weapon sizes extend up to Size 12.\n\nEach component also has an Item Grade that reflects overall performance. Grades range from A, which represents the strongest performance, down to D, which is the least efficient but often the most affordable. You will eventually decide how and when to upgrade these grades to extend your ship\u2019s life and maintain a competitive edge.\n\nThere is also a set of Classes for components, each offering different strengths and drawbacks depending on your approach. For example, Military-class components have higher durability and power output but demand more resources. Stealth parts focus on heat control and signature reduction to keep your ship hidden, but they wear down faster. This leaves you with meaningful choices based on your intended role. Will you head into combat and need tougher parts, race where output matters more than heat and wear, haul cargo where reliability is key, or even stay quiet with a stealth build? The decision is yours.\n\n(The image below indicates our current balancing, and will continue to evolve with the ongoing development of Star Citizen.)\n\nENGINEERING RESOURCES\nEngineering gameplay is the physical expression of the Resource Network and the management that surrounds it. As a result, there are several core resources that the crew must balance to maintain peak efficiency. These are controlled through MFDs, or through dedicated Engineering consoles on larger ships, that display more detailed information. These resources are the lifeblood of your vehicles and define performance. If any one of them is mismanaged, the impact will ripple across the ship. They are produced through systems throughout the vehicle and exist to bring the Resource Network to life in a hands on way.\n\nPower is the most crucial resource to manage, directly affecting system performance. It is generated by the power plant and distributed through the Resource Network and fuses, allowing you to direct power to the systems that need it most.\n\nPower is just one part of the equation. A crew must also manage several other vital resources to keep their ship operational:\n\nPower - The resource that keeps every system running. If you lose it, the ship goes dark, and in critical failure states the risk of explosion rises sharply.\n\nCoolant - The counterbalance to heavy system load, keeping temperatures under control and preventing components from overheating.\n\nLife Support - Maintains breathable air, temperature, and pressure so the crew can continue operating throughout the ship.\n\nHydrogen Fuel - The lifeblood of the power plant, enabling power generation and forward thrust, and Power Plants will use fuel in a future patch.\n\nQuantum Fuel - Required for quantum travel and long distance travel planning.\n\nPOWER DISTRIBUTION\nDistributing power throughout your vehicle is one of the most important responsibilities for any engineer. This is handled through the Engineering console, or in a simplified form through your MFDs on single seat ships. On these smaller craft, power is displayed as segments or PIPs that you can assign to different systems. The console presents power as a universal resource across all ship systems, showing how much is available and how much each system can use up to its maximum. The more power you assign to a system, the stronger and more responsive it becomes, though many systems also require a minimum amount to operate at all.\n\nPower distribution generally follows three performance ranges:\n\n0 to 40 % - low output.\n\n40 to 80 % - mid range.\n\n80 to 100 % - high performance.\n\n(The above percentage ranges are not absolute, and some items may have slightly different ranges.)\n\nWhere these levels fall affects system output, resource consumption, heat generation, wear over time, and may even lead to malfunctions. Your job is to balance the boost in performance against the long term costs to keep the ship running as long as possible.\n\nSome systems are managed as groups known as pools, most commonly weapons, shields, and thrusters. A pool allows you to assign power to an entire group rather than managing each system individually. The size of each pool is determined on a per ship basis to match expected needs. One thing to pay close attention to is the weapon pool: Certain loadouts can exceed the pool capacity, meaning some weapons will never receive enough power to function and will appear greyed out. You will need to monitor and adapt to this when planning your build.\n\nFor new pilots, vehicle operator modes can automatically adjust broad power distributions based on what you are doing.\n\nThe two most common modes are SCM and NAV:\n\nSCM - The default combat flight mode with power distributed across all primary systems, allowing normal flight, shields, and weapons.\n\nNAV - Focused on traversal with power prioritized toward engines and thrusters, limiting most other systems.\n\nAdditional modes may exist on specialized ships, such as Salvage or Mining mode on industrial ships, depending on the intended role.\n\nENGINEERING CONSOLE\nThe Engineering console is the central hub for monitoring and controlling system performance across the ship. It is available on vehicles with interiors, usually near the engineering section.\n\nThe console is divided into three primary views:\n\nVehicle Holo \/ Rooms View (3D View)\n\nEngineering View (Config)\n\nPreset View\n\nThe Rooms View presents a 3D hologram of the ship\u2019s interior layout, showing the status and location of systems and components. It offers a live readout of each room, including door states and the health and functionality of individual parts, with the ability to toggle them on or off. Key ship status details such as life support, cooling, overall health, and fuel are highlighted, along with any components that are offline or disabled so you never miss critical warnings.\n\nThe Engineering View focuses on power management and resource use throughout the ship: toggle systems, assign power values, and see real time resource production and consumption. This view also tracks temperature and provides warnings when components are overheating. Coolant acts as a passive resource produced automatically to regulate temperatures once powered, with its performance affected by component size, grade, and the power allocated.\n\nFinally, the Preset View allows you to create and save custom power distribution profiles. You can build configurations from scratch, name them, and store them for use during key moments. Once saved, they are available for you and the crew to swap on demand.\n\nMastering the Engineering console gives engineers the ability to support their team effectively while others focus on flying, combat, or navigation.\n\nCOMPONENTS DETAILS\nAll components are linked through relays, allowing resources to move throughout your ship. Relays use fuse slots to regulate performance and come in three formats with 1, 2, or 3 slots. A relay will still function with a single working fuse, but missing or damaged fuses will reduce its efficiency affecting the available power in the vehicle. The more slots that are filled with working fuses, the better the relay will perform, so replacing damaged fuses should always be a priority.\n\nYour Engineering console displays the overall health of each component so you can monitor their condition and react as needed. If a component becomes too damaged you may need to repair it, or replace it entirely if the damage is beyond recovery. Only components up to Size 2 can be replaced manually in-flight, while Size 3 and Size 4 require you to be in a hangar to perform a replacement through your mobiGlas.\n\nBelow, we will look at the challenges you will face and the reactions engineers must take to keep a ship flying.\n\nLIFE SUPPORT THROUGH THE SHIP\nEngineers must ensure that Life Support is always active throughout the ship to maintain a breathable atmosphere. This system is responsible for balancing temperature, atmosphere, and pressure across the ship. It must always receive enough power to support the crew.\n\nLife Support can be managed through the Engineering console using the Rooms View, which highlights critical information and allows you to control which rooms receive support. It displays flow rate, temperature, atmosphere levels, and any warnings so you have everything needed to make informed decisions. You can also control Life Support power through MFDs, with the ability to turn the system on or off, but with limited detail compared to the console view.\n\nFilters are an upcoming feature currently in development, and planned to arrive after Alpha 4.5. Engineers will also need to replace Life Support filters to keep the system functioning. These filters are unique to the Life Support system and operate similarly to fuses, controlling resource output. Once a filter is full it must be replaced or the system will shut down.\n\nLife Support can also become a strategic tool in emergencies, such as cooling rooms when components overheat or venting spaces to eliminate large fires before repressurizing. Venting a compartment removes it from use temporarily, but it is a swift and effective way to handle dangerous situations. You could even cut air to deal with hostile boarders who are foolish enough to enter without helmets!\n\nARMOR\nIn Alpha 4.5, ships gain Armor as an extra layer of defense. Armor reduces the impact of incoming fire and protects both the hull and internal components by limiting the damage and penetration that gets through. MFDs and Engineering consoles display remaining armor as a percentage, enabling crews to monitor the amount of protection remaining during a fight.\n\nAll weapon types and sizes can damage armor, though not all of them are equally good at it. Smaller weapons generally struggle to break through thick armor, while heavier fire can wear it down and eventually remove that protection, exposing the ship\u2019s components to direct damage.\n\nEnergy and ballistic weapons interact with armor in different ways:\n\nEnergy weapons are more effective at reducing hull and armor material.\n\nBallistic weapons offer higher penetration to pass through armor and hit components, especially when fired from larger caliber weapons.\n\nThe amount of armor a ship carries depends on its size and role. Armor is always shown as a relative percentage of what remains, affecting how well a ship can resist damage to its vital systems. Military ships are built with more robust armor compared to civilian or industrial vessels, while lighter ships sacrifice protection for speed and maneuverability.\n\nDAMAGE PENETRATION\nDifferent weapon types perform better or worse against armor, creating opportunities to target internal systems more effectively. From an Engineering perspective, one of the most efficient ways to disable or destroy a ship is to breach its armor and damage components directly. In earlier updates, ships used a single health pool that covered the entire body, but that system has now evolved in preparation for Maelstrom, our future physicalized armor system. Ships are broken into individual components, and damage to those parts directly affects performance and survivability.\n\nThe more damage your components take, the less your ship can operate at full capacity. Severely damaged or destroyed systems increase the likelihood of a natural disabled state, or a \"soft death,\" giving you and your crew a chance to finish the fight with precision fire. A heavily damaged power plant also carries a chance of triggering a critical malfunction that could result in an explosion. However, if a ship's hull is brought to 0 health, a buffer is activated. If more damage is delivered on top of that dead hull buffer, it will trigger a \"hard death\" and explode the ship.\n\nDamage penetration lets you push through a ship\u2019s hull and hit internal components directly, maximizing the impact of your shots. Weapon size and the size of the ships involved both play a role in how effective this can be. Components can also be interrupted by distortion weapons, which temporarily shut them down and reduce their output to zero.\n\nBallistic weapons offer higher penetration, letting you breach a ship more effectively once the armor health is reduced, allowing accurate damage to internal components (even a chance to bypass shields).\n\nEnergy weapons are more effective against shields and bringing armor health down.\n\nExplosives are mainly designed to destroy external components and damage armor.\n\nDistortion weapons affect nearby components at the point of impact.\n\nWEAR AND TEAR (Full System Coming Soon)\nOver time, if components are not properly maintained, they will suffer wear and tear that reduces their effectiveness. This degradation increases resource consumption, raises heat output, and heightens the chance of malfunctions. It is essential to maintain components to keep them operating correctly.\n\nAs components continue running, wear will build up, leading to damage that directly affects their performance. The more wear they accumulate, the less efficient they become, eventually reaching a point where they fail and take on damage rapidly. If left unchecked, this can threaten the ship\u2019s ability to operate.\n\nTo prevent this, you must monitor component status and repair or replace them when needed, whether during flight or once safely docked. Keeping the ship healthy is an ongoing responsibility and a key part of keeping your crew in the fight.\n\nHEAT AND FIRE\nHeat is now a crucial element for pilots and engineers to monitor. As components operate, they generate heat and raise their temperature, creating a constant balancing act between cooling systems and maintaining performance. Coolant must be directed appropriately to keep components within safe operating limits while still supporting the needs of the ship.\n\nThe longer a component runs at high temperatures, the faster it will accumulate wear, reducing efficiency and increasing the chance of failure. If a component overheats beyond safe thresholds, it will trigger a thermal shutdown and stop functioning until it cools down.\n\nHowever, letting shield generators get to the point of malfunction, or surfaces getting too hot, increases the risk of fire: one of the most dangerous situations a ship can face. Fires can start due to malfunctions, or direct damage. Engineers must respond quickly using fire extinguishers or by venting a room to remove oxygen and suppress flames.\n\nStaying on top of heat management is essential to keeping your ship safe and operational.\n\nMALFUNCTIONS\nComponents that are damaged, worn, or running too hot can begin to malfunction, and the results can range from reduced performance, to complete shutdowns.\n\nThey may be triggered by taking additional damage, failing to activate when needed, or requiring immediate repair. In the worst cases, they can ignite fires that cause long lasting harm and threaten the ship.\n\nEngineers must stay vigilant and take care of their systems by avoiding overuse or overpowering, keeping heat under control, and maintaining components in good condition. Proactive care is the key to preventing malfunctions before they escalate.\n\nCRITICAL FAILURE\nCritical failures are catastrophic states that may cause your entire vehicle to explode. They can occur when a critical part of your hull takes significant damage after reaching zero health, or your power plant is destroyed.\n\nOnce you experience a critical failure, there remains a window of opportunity to act. allowing you to stabilize the situation.\n\nFor components, you can repair, remove or externally eject them before destruction, and when your ship's hull is brought to zero health, there is still time to repair the vehicle itself before the worst occurs, but should damage continue being delivered beyond zero health and without necessary action, a \"hard death\" may be triggered that ultimately causes the ship to explode.\n\nREPAIRING\nRepair gameplay is essential to extending the life of all components and your vehicle as a whole. It is recommended you always have a repair tool available for all situations, and monitor the health of all your components via an engineering screen. It is crucial especially when you are in active combat on larger ships and pushing your vessel to it's maximum output, to have some of your crew focused on investigating the battle damage and managing whatever is needed, repairing and even fighting fires in extreme cases. In single-seater ships, you can perform limited auto-repairs via MFD screens to ensure you can get back to safe harbor for completed full repairs.\n\nTo be able to repair with the Cambio SRT or a Multitool with a Cambio-Lite SRT attachment, you will need RMC (Recycled Material Composite). These can either be bought in canisters at port to utilize to repair. You only have a limited amount of RMC in each canister and when you run out, need to either buy more or salvage more (review our Salvage guide here to see more on this). This is vital to ensure you can do necessary repairs but it will also take some\n\nThe key is catching issues early and deciding whether a component needs repair by monitoring its health. You can restore components that are completely destroyed back to a functional state while in flight, but you won\u2019t be able to bring them back to full health. To reach 100 percent, they need to be serviced or replaced at a station. If a component is destroyed again after being repaired in flight, it cannot be repaired on the ship a second time and will stay inoperable until you dock. You can carry spare components onboard if you have space, but only size 1 and size 2 components can be swapped while in flight. Anything larger requires you to be in a hangar to replace.\n\nOverall, ensuring you have a capable engineering team that can repair quickly and efficiently, always monitoring the components will set you and your crew above the rest.\n\nENGINEERING AVAILABILITY IN ALL VEHICLES\n\n\n\nAs of Alpha 4.8, every single vehicle in Star Citizen is Engineering-enabled and capable of the baseline experience. While many have the full loop available to them, others remain in ongoing stages of development.\n\n\n\n\nBelow is a list of all currently flyable ships and vehicles and their Engineering status for Alpha 4.8. Please remember this list will change with each subsequent patch.\n\n\n\n\nWe are tremendously excited by the potential this system has for the future of Star Citizen gameplay, and as each ship continues it's journey to the final stage of implementation, so too will Engineering itself continue to evolve and develop over the next year.\n\n\n\n\nWe encourage you to try the experience in multiple ships, and to provide feedback on this new gameplay system through our various communications channels and help us continue to make Engineering as fun and rewarding as possible.\n\n1. Stage 3 - Fully Enabled\nAll Physicalized Components are Accessible\n\nFull Item Repair Enabled via Physical Access, Engineering Screen or MFDs (Depending on Vehicle Size and Interior)\n\nAll Relays are Accessible\n\nAlpha 4.8:\n\nAegis Gladius\n\nAegis Gladius Pirate\n\nAegis Gladius Valiant\n\nAegis Hammerhead\n\nAegis Idris-M\n\nAegis Idris-P\n\nAegis Retaliator\n\nAegis Sabre\n\nAegis Sabre Comet\n\nAegis Sabre Firebird\n\nAegis Sabre Peregrine\n\nAegis Sabre Raven\n\nAegis Tiburon\n\nAegis Vanguard Harbinger\n\nAegis Vanguard Hoplite\n\nAegis Vanguard Sentinel\n\nAegis Vanguard Warden\n\nAnvil Asgard\n\nAnvil Carrack\n\nAnvil Paladin\n\nAnvil Terrapin\n\nAnvil Terrapin Medic\n\nArgo CSV-SM\n\nArgo MOLE\n\nArgo MOTH\n\nArgo MPUV-1T\n\nArgo RAFT\n\nArgo SRV\n\nAopoa San'tok.yai\n\nCNOU Hoverquad\n\nCNOU Nomad\n\nCrusader Ares Inferno\n\nCrusader Ares Ion\n\nCrusader Intrepid\n\nCrusader Mercury Star Runner\n\nCrusader Spirit A1\n\nCrusader Spirit C1\n\nCrusader Starlifter A2\n\nCrusader Starlifter C2\n\nCrusader Starlifter M2\n\nDrake Clipper\n\nDrake Corsair\n\nDrake Cutter\n\nDrake Cutter Rambler\n\nDrake Cutter Scout\n\nDrake Golem\n\nDrake Golem OX\n\nDrake Ironclad\n\nDrake Ironclad Assault\n\nDrake Pitbull\n\nDrake Vulture\n\nEsperia Prowler\n\nEsperia Prowler Utility\n\nEsperia Talon\n\nEsperia Talon Shrike\n\nGatac Syulen\n\nGreycat MDC\n\nGreycat MTC\n\nGreycat STV\n\nGreycat UTV\n\nKruger L-21 Wolf\n\nKruger L-22 Alpha Wolf\n\nMISC Fortune\n\nMISC Freelancer\n\nMISC Freelancer DUR\n\nMISC Freelancer MAX\n\nMISC Freelancer MIS\n\nMISC Hull B\n\nMISC Starlancer MAX\n\nMISC Starlancer TAC\n\nMSIC Starlite\n\nMirai Fury\n\nMirai Fury LX\n\nMirai Fury MX\n\nMirai Guardian\n\nMirai Guardian MX\n\nMirai Guardian QI\n\nMirai Pulse\n\nMirai Pulse LX\n\nOrigin M80\n\nOrigin X1\n\nOrigin X1 Force\n\nOrigin X1 Velocity\n\nRSI Apollo Medivac\n\nRSI Apollo Triage\n\nRSI Aurora Mk I CL\n\nRSI Aurora Mk I ES\n\nRSI Aurora Mk I LN\n\nRSI Aurora Mk I LX\n\nRSI Aurora Mk I MR\n\nRSI Aurora Mk I SE\n\nRSI Aurora Mk II\n\nRSI Hermes\n\nRSI Lynx\n\nRSI Mantis\n\nRSI Meteor\n\nRSI Perseus\n\nRSI Polaris\n\nRSI Salvation\n\nRSI Scorpius\n\nRSI Scorpius Antares\n\nRSI Ursa Medivac\n\nRSI Zeus CL\n\nRSI Zeus ES\n\nTumbril Nova\n\nTumbril Storm\n\nTumbril Storm AA\n\n2. Stage 2 - Partial Functionality\nSome Physicalized Components are Accessible, but Not Potentially Not All\n\nSome Item Repair Enabled via Physical Access, Engineering Screen or MFDs (Depending on Vehicle Size and Interior)\n\nSome Relays are Accessible Depending on Vehicle\n\nAlpha 4.8:\n\nAegis Reclaimer\n\nAegis Redeemer\n\nAnvil Centurion\n\nAnvil Spartan\n\nAnvil Valkyrie\n\nAnvil Valkyrie Liberator\n\nDrake Caterpillar\n\nDrake Cutlass Black\n\nDrake Cutlass Blue\n\nDrake Cutlass Red\n\nDrake Cutlass Steel\n\nEsperia Stinger\n\nGrey's Market Shiv\n\nMISC Hull-A\n\nMISC Hull-C\n\nMISC Starfarer\n\nMISC Starfarer Gemini\n\nOrigin 100i\n\nOrigin 125a\n\nOrigin 135c\n\nOrigin 400i\n\nOrigin 600i Explorer\n\nOrigin 600i Touring\n\nOrigin 890J\n\nRSI Constellation Andromeda\n\nRSI Constellation Aquila\n\nRSI Constellation Phoenix\n\nRSI Constellation Taurus\n\n3. Stage 1 - Basic Support\nNo Physicalized Components are Accessible\n\nItem Repair Enabled Only via MFDs\n\nNo Relays are Accessible\n\nAlpha 4.8:\n\nAegis Avenger Stalker\n\nAegis Avenger Titan\n\nAegis Avenger Warlock\n\nAegis Eclipse\n\nAnvil Arrow\n\nAnvil Ballista\n\nAnvil Gladiator\n\nAnvil Hawk\n\nAnvil Hornet F7A Mk1\n\nAnvil Hornet F7A Mk2\n\nAnvil Hornet F7C Mk1\n\nAnvil Hornet F7C Mk2\n\nAnvil Hornet F7C Wildfire Mk1\n\nAnvil Hornet F7CM Mk1\n\nAnvil Hornet F7CM Mk2\n\nAnvil Hornet F7CR Mk1\n\nAnvil Hornet F7CR Mk2\n\nAnvil Hornet F7CS Mk1\n\nAnvil Hornet F7CS Mk2\n\nAnvil Hurricane\n\nAnvil Lightning F8C\n\nAnvil Pisces C8\/C8X\n\nAnvil Pisces C8R\n\nAopoa Khartu-Al\n\nAopoa Nox\n\nArgo MPUV-1C\n\nArgo MPUV-1P\n\nBanu Defender\n\nCNOU Mustang Alpha\n\nCNOU Mustang Alpha Vindicator\n\nCNOU Mustang Beta\n\nCNOU Mustang Delta\n\nCNOU Mustang Gamma\n\nCNOU Mustang Omega\n\nDrake Buccaneer\n\nDrake Dragonfly\n\nDrake Herald\n\nEsperia Blade\n\nEsperia Glaive\n\nGreycat PTV\n\nGreycat ROC\n\nGreycat ROC-DS\n\nKruger Archimedes\n\nKruger Merlin\n\nMISC Prospector\n\nMISC Razor\n\nMISC Razor EX\n\nMISC Razor LX\n\nMISC Relian Sen\n\nMISC Reliant Kore\n\nMISC Reliant Mako\n\nMISC Reliant Tana\n\nOrigin 300i\n\nOrigin 315p\n\nOrigin 325a\n\nOrigin 350r\n\nOrigin 85X\n\nOrigin M50\n\nRSI Ursa\n\nTumbril Cyclone\n\nTumbril Cyclone AA\n\nTumbril Cyclone MT\n\nTumbril Cyclone RC\n\nTumbril Cyclone RN\n\nTumbril Cyclone TR\n\nVanduul Scythe","de_DE":"Was ist das?\n\nWerkzeuge\n\nRessourcen\n\nKonsole\n\nR\u00fcstung\n\nReparieren\n\nSchiffsstufen","zh_CN":"Engineering Gameplay Guide\nA key pillar of Star Citizen\u2019s vehicle gameplay loop is Engineering. It turns the moment-to-moment management of ships and vehicles into a focused effort to keep them operating at peak performance. It becomes especially important on larger vehicles with interiors, where full efficiency depends on multiple crew members working together to manage all essential systems. Engineering sits at the heart of managing a ship\u2019s systems and resources in real time, while responding to critical failures across items and components, all with the goal of keeping the vehicle alive as long as possible.\n\nIt is a constant balancing act for any crew, relying on engineers to make vital decisions that preserve the full capabilities of their ship, protect lives, and keep them operating at their best out in the \u2018verse.\n\nBelow is a starter guide to the developing Engineering gameplay, covering the fundamentals and introducing the key elements you will use along the way, helping you get ready to tackle any issue that may arise while navigating. If you are looking for support as you begin your journey into Engineering, visit the Guide System to connect with an experienced player ready to help.\n\nNote: This post was released to coincide with Alpha 4.5, and will be updated when adjustments and changes are made to Engineering Gameplay.\n\nWHAT IS ENGINEERING GAMEPLAY?\nEngineering gameplay revolves around managing resources across your ships and vehicles through the Resource Network. This system forms the foundation of Engineering, allowing every item and system within a ship to communicate and rely on one another. The Engineering loop is how that management takes place, directing the flow of resources and keeping everything running as smoothly as possible.\n\nEngineering affects all ships and vehicles, although the experience changes depending on size and crew. On a single seat fighter, most Engineering tasks are handled directly through MFDs, with pilots relying on preset flight profiles (which are SCM and NAV). On larger multi crew ships, the loop focuses heavily on extending the ship\u2019s lifespan, with far more systems handled through a dedicated Engineering console and active coordination with the crew.\n\nAn engineer\u2019s job is to monitor the ship, manage power distribution and system performance, and use every available tool to keep the vehicle flying. It is all about getting the most out of the Resource Network and the ship\u2019s systems to operate at full capability.\n\nThis work takes shape in four key areas:\n\nPreparation - Before departure, review your ship\u2019s systems, extra parts, power levels, fuses, and anything else needed to stay flight ready. Always bring a Multitool with a Cambio Lite SRT attachment and a few full canisters for field repairs on components and hull.\n\nManagement - Distribute resources throughout the ship to achieve the operational profile you need. This can be adjusted in flight or swapped using presets.\n\nReaction - Address unexpected issues as they occur, including repairing, replacing, rerouting, or putting out fires with a fire extinguisher.\n\nMaintenance - Plan ahead for eventual failures, store critical spares, and counter long term wear (coming in a later patch), so the ship can fly for as long as possible.\n\nTOOLS\nAll engineers need to consider the following necessary tools to perform their tasks:\n\nCambio SRT\nRepair damaged components and damaged hull with the efficient two-handed Cambio SRT. Sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Amet consectetur adipiscing elit pellentesque habitant morbi tristique senectus. Nulla facilisi morbi tempus iaculis urna id volutpat lacus laoreet.\n\nCambio-Lite\nRepair damaged components and damaged hull with the quick one-handed Cambio-Lite SRT. A Aurora LX transport emerged from the jump-point and lumbered toward the Launch deck We offer this Entity to the Timeline as a place to study and a place to meet\n\nRMC Canisters\nRecycled Material Composite can be purchased from specialized shops or filled manually by using the scrapping mode on your SRT tool, to strip hull materials from ships. They are used with Cambio tools. Nulla facilisi morbi tempus iaculis urna id volutpat lacus laoreet. Sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Amet consectetur adipiscing elit pellentesque habitant morbi tristique senectus.\n\nFuses\nA handful of fuses in your backpack will make your job easier when replacing worn parts. Nicknamed Abyss due to its proximity to the Nebula, Yulin II looks like it's overseeCustoms agent the Pulsar\n\nExtinguishers\nPut out fires caused by malfunctions, overheated components or environmental failures. Replenish these by placing them back into their slots. Claimed entirely for military purposes, Hadrian II is home to the UPE and has the distinction of housUEE Colonial Command the largest population of Inforunners in the Empire Johnny waited a few moments before approachProcedural the Lift that Kray disappeared into\n\nENGINEERING ITEMS\nThese are the elements found within vehicles that will support the Engineering gameplay loop:\n\nComponents\nCore elements that drive the main functionality of major vehicle systems.\n\nRelays\nLink systems together and allow resources to travel through the ship. Relays come in various sizes.\n\nMFD Power and Diagnostic\nProvide a high level overview of power distribution and resource management.\n\nEngineering Console\nThe beating heart of Engineering in most ships with interiors, giving crew the tools to review power flow, allocate resources, control systems, and understand the ship\u2019s overall state.\n\nWHAT ARE COMPONENTS?\nComponents provide the main functionality for all major vehicle systems; they are the core organs that keep the ship flying. Engineers and the crew must ensure that all components remain operational to keep the features of your ship active, so you can keep flying and performing at your maximum potential in your selected activity.\n\nThe core components for any ship include:\n\nPower Plants - It is the beating heart of any ship, providing the essential power that keeps your components active.\n\nRadars - Identify targets and signatures around your ship.\n\nCoolers - Ensure all other components remain at operational temperatures.\n\nWeapons - Various offensive components.\n\nUtility Items - Specialized systems and components for certain ships such as salvaging or mining arms.\n\nShield Generators - Generate a shield protecting your ship against offensive weaponry.\n\nQuantum Drives - Allow a ship to enable their Nav Mode and gain incredible speeds to enter Quantum.\n\nJump Module - Focused on allowing ships to navigate jump points. It is always linked to their Quantum Drive.\n\nLife Support Generators - Maintain the life support systems throughout the ship: air, pressure and temperature.\n\nThey are the physicalized elements of Engineering gameplay and come with a range of variables to manage, including health and temperature values that must be monitored closely. These parts form the backbone of the ship, and you will need to operate, maintain, and repair them to keep everything functioning properly. Each one also has its own power demands that you will need to balance throughout different situations to stay effective.\n\nYour vehicle\u2019s components come in Sizes ranging from Size 0 up to Size 4, with Size 0 being the smallest and Size 4 the largest. Every vehicle has limitations on which sizes it can support and where they fit. All sizes can be earned or purchased from shops, but you can only replace Size 0 through Size 2 while in flight. Anything above Size 2 requires docking, although all sizes can still be repaired with the right tools. Weapon sizes extend up to Size 12.\n\nEach component also has an Item Grade that reflects overall performance. Grades range from A, which represents the strongest performance, down to D, which is the least efficient but often the most affordable. You will eventually decide how and when to upgrade these grades to extend your ship\u2019s life and maintain a competitive edge.\n\nThere is also a set of Classes for components, each offering different strengths and drawbacks depending on your approach. For example, Military-class components have higher durability and power output but demand more resources. Stealth parts focus on heat control and signature reduction to keep your ship hidden, but they wear down faster. This leaves you with meaningful choices based on your intended role. Will you head into combat and need tougher parts, race where output matters more than heat and wear, haul cargo where reliability is key, or even stay quiet with a stealth build? The decision is yours.\n\n(The image below indicates our current balancing, and will continue to evolve with the ongoing development of Star Citizen.)\n\nENGINEERING RESOURCES\nEngineering gameplay is the physical expression of the Resource Network and the management that surrounds it. As a result, there are several core resources that the crew must balance to maintain peak efficiency. These are controlled through MFDs, or through dedicated Engineering consoles on larger ships, that display more detailed information. These resources are the lifeblood of your vehicles and define performance. If any one of them is mismanaged, the impact will ripple across the ship. They are produced through systems throughout the vehicle and exist to bring the Resource Network to life in a hands on way.\n\nPower is the most crucial resource to manage, directly affecting system performance. It is generated by the power plant and distributed through the Resource Network and fuses, allowing you to direct power to the systems that need it most.\n\nPower is just one part of the equation. A crew must also manage several other vital resources to keep their ship operational:\n\nPower - The resource that keeps every system running. If you lose it, the ship goes dark, and in critical failure states the risk of explosion rises sharply.\n\nCoolant - The counterbalance to heavy system load, keeping temperatures under control and preventing components from overheating.\n\nLife Support - Maintains breathable air, temperature, and pressure so the crew can continue operating throughout the ship.\n\nHydrogen Fuel - The lifeblood of the power plant, enabling power generation and forward thrust, and Power Plants will use fuel in a future patch.\n\nQuantum Fuel - Required for quantum travel and long distance travel planning.\n\nPOWER DISTRIBUTION\nDistributing power throughout your vehicle is one of the most important responsibilities for any engineer. This is handled through the Engineering console, or in a simplified form through your MFDs on single seat ships. On these smaller craft, power is displayed as segments or PIPs that you can assign to different systems. The console presents power as a universal resource across all ship systems, showing how much is available and how much each system can use up to its maximum. The more power you assign to a system, the stronger and more responsive it becomes, though many systems also require a minimum amount to operate at all.\n\nPower distribution generally follows three performance ranges:\n\n0 to 40 % - low output.\n\n40 to 80 % - mid range.\n\n80 to 100 % - high performance.\n\n(The above percentage ranges are not absolute, and some items may have slightly different ranges.)\n\nWhere these levels fall affects system output, resource consumption, heat generation, wear over time, and may even lead to malfunctions. Your job is to balance the boost in performance against the long term costs to keep the ship running as long as possible.\n\nSome systems are managed as groups known as pools, most commonly weapons, shields, and thrusters. A pool allows you to assign power to an entire group rather than managing each system individually. The size of each pool is determined on a per ship basis to match expected needs. One thing to pay close attention to is the weapon pool: Certain loadouts can exceed the pool capacity, meaning some weapons will never receive enough power to function and will appear greyed out. You will need to monitor and adapt to this when planning your build.\n\nFor new pilots, vehicle operator modes can automatically adjust broad power distributions based on what you are doing.\n\nThe two most common modes are SCM and NAV:\n\nSCM - The default combat flight mode with power distributed across all primary systems, allowing normal flight, shields, and weapons.\n\nNAV - Focused on traversal with power prioritized toward engines and thrusters, limiting most other systems.\n\nAdditional modes may exist on specialized ships, such as Salvage or Mining mode on industrial ships, depending on the intended role.\n\nENGINEERING CONSOLE\nThe Engineering console is the central hub for monitoring and controlling system performance across the ship. It is available on vehicles with interiors, usually near the engineering section.\n\nThe console is divided into three primary views:\n\nVehicle Holo \/ Rooms View (3D View)\n\nEngineering View (Config)\n\nPreset View\n\nThe Rooms View presents a 3D hologram of the ship\u2019s interior layout, showing the status and location of systems and components. It offers a live readout of each room, including door states and the health and functionality of individual parts, with the ability to toggle them on or off. Key ship status details such as life support, cooling, overall health, and fuel are highlighted, along with any components that are offline or disabled so you never miss critical warnings.\n\nThe Engineering View focuses on power management and resource use throughout the ship: toggle systems, assign power values, and see real time resource production and consumption. This view also tracks temperature and provides warnings when components are overheating. Coolant acts as a passive resource produced automatically to regulate temperatures once powered, with its performance affected by component size, grade, and the power allocated.\n\nFinally, the Preset View allows you to create and save custom power distribution profiles. You can build configurations from scratch, name them, and store them for use during key moments. Once saved, they are available for you and the crew to swap on demand.\n\nMastering the Engineering console gives engineers the ability to support their team effectively while others focus on flying, combat, or navigation.\n\nCOMPONENTS DETAILS\nAll components are linked through relays, allowing resources to move throughout your ship. Relays use fuse slots to regulate performance and come in three formats with 1, 2, or 3 slots. A relay will still function with a single working fuse, but missing or damaged fuses will reduce its efficiency affecting the available power in the vehicle. The more slots that are filled with working fuses, the better the relay will perform, so replacing damaged fuses should always be a priority.\n\nYour Engineering console displays the overall health of each component so you can monitor their condition and react as needed. If a component becomes too damaged you may need to repair it, or replace it entirely if the damage is beyond recovery. Only components up to Size 2 can be replaced manually in-flight, while Size 3 and Size 4 require you to be in a hangar to perform a replacement through your mobiGlas.\n\nBelow, we will look at the challenges you will face and the reactions engineers must take to keep a ship flying.\n\nLIFE SUPPORT THROUGH THE SHIP\nEngineers must ensure that Life Support is always active throughout the ship to maintain a breathable atmosphere. This system is responsible for balancing temperature, atmosphere, and pressure across the ship. It must always receive enough power to support the crew.\n\nLife Support can be managed through the Engineering console using the Rooms View, which highlights critical information and allows you to control which rooms receive support. It displays flow rate, temperature, atmosphere levels, and any warnings so you have everything needed to make informed decisions. You can also control Life Support power through MFDs, with the ability to turn the system on or off, but with limited detail compared to the console view.\n\nFilters are an upcoming feature currently in development, and planned to arrive after Alpha 4.5. Engineers will also need to replace Life Support filters to keep the system functioning. These filters are unique to the Life Support system and operate similarly to fuses, controlling resource output. Once a filter is full it must be replaced or the system will shut down.\n\nLife Support can also become a strategic tool in emergencies, such as cooling rooms when components overheat or venting spaces to eliminate large fires before repressurizing. Venting a compartment removes it from use temporarily, but it is a swift and effective way to handle dangerous situations. You could even cut air to deal with hostile boarders who are foolish enough to enter without helmets!\n\nARMOR\nIn Alpha 4.5, ships gain Armor as an extra layer of defense. Armor reduces the impact of incoming fire and protects both the hull and internal components by limiting the damage and penetration that gets through. MFDs and Engineering consoles display remaining armor as a percentage, enabling crews to monitor the amount of protection remaining during a fight.\n\nAll weapon types and sizes can damage armor, though not all of them are equally good at it. Smaller weapons generally struggle to break through thick armor, while heavier fire can wear it down and eventually remove that protection, exposing the ship\u2019s components to direct damage.\n\nEnergy and ballistic weapons interact with armor in different ways:\n\nEnergy weapons are more effective at reducing hull and armor material.\n\nBallistic weapons offer higher penetration to pass through armor and hit components, especially when fired from larger caliber weapons.\n\nThe amount of armor a ship carries depends on its size and role. Armor is always shown as a relative percentage of what remains, affecting how well a ship can resist damage to its vital systems. Military ships are built with more robust armor compared to civilian or industrial vessels, while lighter ships sacrifice protection for speed and maneuverability.\n\nDAMAGE PENETRATION\nDifferent weapon types perform better or worse against armor, creating opportunities to target internal systems more effectively. From an Engineering perspective, one of the most efficient ways to disable or destroy a ship is to breach its armor and damage components directly. In earlier updates, ships used a single health pool that covered the entire body, but that system has now evolved in preparation for Maelstrom, our future physicalized armor system. Ships are broken into individual components, and damage to those parts directly affects performance and survivability.\n\nThe more damage your components take, the less your ship can operate at full capacity. Severely damaged or destroyed systems increase the likelihood of a natural disabled state, or a \"soft death,\" giving you and your crew a chance to finish the fight with precision fire. A heavily damaged power plant also carries a chance of triggering a critical malfunction that could result in an explosion. However, if a ship's hull is brought to 0 health, a buffer is activated. If more damage is delivered on top of that dead hull buffer, it will trigger a \"hard death\" and explode the ship.\n\nDamage penetration lets you push through a ship\u2019s hull and hit internal components directly, maximizing the impact of your shots. Weapon size and the size of the ships involved both play a role in how effective this can be. Components can also be interrupted by distortion weapons, which temporarily shut them down and reduce their output to zero.\n\nBallistic weapons offer higher penetration, letting you breach a ship more effectively once the armor health is reduced, allowing accurate damage to internal components (even a chance to bypass shields).\n\nEnergy weapons are more effective against shields and bringing armor health down.\n\nExplosives are mainly designed to destroy external components and damage armor.\n\nDistortion weapons affect nearby components at the point of impact.\n\nWEAR AND TEAR (Full System Coming Soon)\nOver time, if components are not properly maintained, they will suffer wear and tear that reduces their effectiveness. This degradation increases resource consumption, raises heat output, and heightens the chance of malfunctions. It is essential to maintain components to keep them operating correctly.\n\nAs components continue running, wear will build up, leading to damage that directly affects their performance. The more wear they accumulate, the less efficient they become, eventually reaching a point where they fail and take on damage rapidly. If left unchecked, this can threaten the ship\u2019s ability to operate.\n\nTo prevent this, you must monitor component status and repair or replace them when needed, whether during flight or once safely docked. Keeping the ship healthy is an ongoing responsibility and a key part of keeping your crew in the fight.\n\nHEAT AND FIRE\nHeat is now a crucial element for pilots and engineers to monitor. As components operate, they generate heat and raise their temperature, creating a constant balancing act between cooling systems and maintaining performance. Coolant must be directed appropriately to keep components within safe operating limits while still supporting the needs of the ship.\n\nThe longer a component runs at high temperatures, the faster it will accumulate wear, reducing efficiency and increasing the chance of failure. If a component overheats beyond safe thresholds, it will trigger a thermal shutdown and stop functioning until it cools down.\n\nHowever, letting shield generators get to the point of malfunction, or surfaces getting too hot, increases the risk of fire: one of the most dangerous situations a ship can face. Fires can start due to malfunctions, or direct damage. Engineers must respond quickly using fire extinguishers or by venting a room to remove oxygen and suppress flames.\n\nStaying on top of heat management is essential to keeping your ship safe and operational.\n\nMALFUNCTIONS\nComponents that are damaged, worn, or running too hot can begin to malfunction, and the results can range from reduced performance, to complete shutdowns.\n\nThey may be triggered by taking additional damage, failing to activate when needed, or requiring immediate repair. In the worst cases, they can ignite fires that cause long lasting harm and threaten the ship.\n\nEngineers must stay vigilant and take care of their systems by avoiding overuse or overpowering, keeping heat under control, and maintaining components in good condition. Proactive care is the key to preventing malfunctions before they escalate.\n\nCRITICAL FAILURE\nCritical failures are catastrophic states that may cause your entire vehicle to explode. They can occur when a critical part of your hull takes significant damage after reaching zero health, or your power plant is destroyed.\n\nOnce you experience a critical failure, there remains a window of opportunity to act. allowing you to stabilize the situation.\n\nFor components, you can repair, remove or externally eject them before destruction, and when your ship's hull is brought to zero health, there is still time to repair the vehicle itself before the worst occurs, but should damage continue being delivered beyond zero health and without necessary action, a \"hard death\" may be triggered that ultimately causes the ship to explode.\n\nREPAIRING\nRepair gameplay is essential to extending the life of all components and your vehicle as a whole. It is recommended you always have a repair tool available for all situations, and monitor the health of all your components via an engineering screen. It is crucial especially when you are in active combat on larger ships and pushing your vessel to it's maximum output, to have some of your crew focused on investigating the battle damage and managing whatever is needed, repairing and even fighting fires in extreme cases. In single-seater ships, you can perform limited auto-repairs via MFD screens to ensure you can get back to safe harbor for completed full repairs.\n\nTo be able to repair with the Cambio SRT or a Multitool with a Cambio-Lite SRT attachment, you will need RMC (Recycled Material Composite). These can either be bought in canisters at port to utilize to repair. You only have a limited amount of RMC in each canister and when you run out, need to either buy more or salvage more (review our Salvage guide here to see more on this). This is vital to ensure you can do necessary repairs but it will also take some\n\nThe key is catching issues early and deciding whether a component needs repair by monitoring its health. You can restore components that are completely destroyed back to a functional state while in flight, but you won\u2019t be able to bring them back to full health. To reach 100 percent, they need to be serviced or replaced at a station. If a component is destroyed again after being repaired in flight, it cannot be repaired on the ship a second time and will stay inoperable until you dock. You can carry spare components onboard if you have space, but only size 1 and size 2 components can be swapped while in flight. Anything larger requires you to be in a hangar to replace.\n\nOverall, ensuring you have a capable engineering team that can repair quickly and efficiently, always monitoring the components will set you and your crew above the rest.\n\nENGINEERING AVAILABILITY IN ALL VEHICLES\n\n\n\nAs of Alpha 4.8, every single vehicle in Star Citizen is Engineering-enabled and capable of the baseline experience. While many have the full loop available to them, others remain in ongoing stages of development.\n\n\n\n\nBelow is a list of all currently flyable ships and vehicles and their Engineering status for Alpha 4.8. Please remember this list will change with each subsequent patch.\n\n\n\n\nWe are tremendously excited by the potential this system has for the future of Star Citizen gameplay, and as each ship continues it's journey to the final stage of implementation, so too will Engineering itself continue to evolve and develop over the next year.\n\n\n\n\nWe encourage you to try the experience in multiple ships, and to provide feedback on this new gameplay system through our various communications channels and help us continue to make Engineering as fun and rewarding as possible.\n\n1. Stage 3 - Fully Enabled\nAll Physicalized Components are Accessible\n\nFull Item Repair Enabled via Physical Access, Engineering Screen or MFDs (Depending on Vehicle Size and Interior)\n\nAll Relays are Accessible\n\nAlpha 4.8:\n\nAegis Gladius\n\nAegis Gladius Pirate\n\nAegis Gladius Valiant\n\nAegis Hammerhead\n\nAegis Idris-M\n\nAegis Idris-P\n\nAegis Retaliator\n\nAegis Sabre\n\nAegis Sabre Comet\n\nAegis Sabre Firebird\n\nAegis Sabre Peregrine\n\nAegis Sabre Raven\n\nAegis Tiburon\n\nAegis Vanguard Harbinger\n\nAegis Vanguard Hoplite\n\nAegis Vanguard Sentinel\n\nAegis Vanguard Warden\n\nAnvil Asgard\n\nAnvil Carrack\n\nAnvil Paladin\n\nAnvil Terrapin\n\nAnvil Terrapin Medic\n\nArgo CSV-SM\n\nArgo MOLE\n\nArgo MOTH\n\nArgo MPUV-1T\n\nArgo RAFT\n\nArgo SRV\n\nAopoa San'tok.yai\n\nCNOU Hoverquad\n\nCNOU Nomad\n\nCrusader Ares Inferno\n\nCrusader Ares Ion\n\nCrusader Intrepid\n\nCrusader Mercury Star Runner\n\nCrusader Spirit A1\n\nCrusader Spirit C1\n\nCrusader Starlifter A2\n\nCrusader Starlifter C2\n\nCrusader Starlifter M2\n\nDrake Clipper\n\nDrake Corsair\n\nDrake Cutter\n\nDrake Cutter Rambler\n\nDrake Cutter Scout\n\nDrake Golem\n\nDrake Golem OX\n\nDrake Ironclad\n\nDrake Ironclad Assault\n\nDrake Pitbull\n\nDrake Vulture\n\nEsperia Prowler\n\nEsperia Prowler Utility\n\nEsperia Talon\n\nEsperia Talon Shrike\n\nGatac Syulen\n\nGreycat MDC\n\nGreycat MTC\n\nGreycat STV\n\nGreycat UTV\n\nKruger L-21 Wolf\n\nKruger L-22 Alpha Wolf\n\nMISC Fortune\n\nMISC Freelancer\n\nMISC Freelancer DUR\n\nMISC Freelancer MAX\n\nMISC Freelancer MIS\n\nMISC Hull B\n\nMISC Starlancer MAX\n\nMISC Starlancer TAC\n\nMSIC Starlite\n\nMirai Fury\n\nMirai Fury LX\n\nMirai Fury MX\n\nMirai Guardian\n\nMirai Guardian MX\n\nMirai Guardian QI\n\nMirai Pulse\n\nMirai Pulse LX\n\nOrigin M80\n\nOrigin X1\n\nOrigin X1 Force\n\nOrigin X1 Velocity\n\nRSI Apollo Medivac\n\nRSI Apollo Triage\n\nRSI Aurora Mk I CL\n\nRSI Aurora Mk I ES\n\nRSI Aurora Mk I LN\n\nRSI Aurora Mk I LX\n\nRSI Aurora Mk I MR\n\nRSI Aurora Mk I SE\n\nRSI Aurora Mk II\n\nRSI Hermes\n\nRSI Lynx\n\nRSI Mantis\n\nRSI Meteor\n\nRSI Perseus\n\nRSI Polaris\n\nRSI Salvation\n\nRSI Scorpius\n\nRSI Scorpius Antares\n\nRSI Ursa Medivac\n\nRSI Zeus CL\n\nRSI Zeus ES\n\nTumbril Nova\n\nTumbril Storm\n\nTumbril Storm AA\n\n2. Stage 2 - Partial Functionality\nSome Physicalized Components are Accessible, but Not Potentially Not All\n\nSome Item Repair Enabled via Physical Access, Engineering Screen or MFDs (Depending on Vehicle Size and Interior)\n\nSome Relays are Accessible Depending on Vehicle\n\nAlpha 4.8:\n\nAegis Reclaimer\n\nAegis Redeemer\n\nAnvil Centurion\n\nAnvil Spartan\n\nAnvil Valkyrie\n\nAnvil Valkyrie Liberator\n\nDrake Caterpillar\n\nDrake Cutlass Black\n\nDrake Cutlass Blue\n\nDrake Cutlass Red\n\nDrake Cutlass Steel\n\nEsperia Stinger\n\nGrey's Market Shiv\n\nMISC Hull-A\n\nMISC Hull-C\n\nMISC Starfarer\n\nMISC Starfarer Gemini\n\nOrigin 100i\n\nOrigin 125a\n\nOrigin 135c\n\nOrigin 400i\n\nOrigin 600i Explorer\n\nOrigin 600i Touring\n\nOrigin 890J\n\nRSI Constellation Andromeda\n\nRSI Constellation Aquila\n\nRSI Constellation Phoenix\n\nRSI Constellation Taurus\n\n3. Stage 1 - Basic Support\nNo Physicalized Components are Accessible\n\nItem Repair Enabled Only via MFDs\n\nNo Relays are Accessible\n\nAlpha 4.8:\n\nAegis Avenger Stalker\n\nAegis Avenger Titan\n\nAegis Avenger Warlock\n\nAegis Eclipse\n\nAnvil Arrow\n\nAnvil Ballista\n\nAnvil Gladiator\n\nAnvil Hawk\n\nAnvil Hornet F7A Mk1\n\nAnvil Hornet F7A Mk2\n\nAnvil Hornet F7C Mk1\n\nAnvil Hornet F7C Mk2\n\nAnvil Hornet F7C Wildfire Mk1\n\nAnvil Hornet F7CM Mk1\n\nAnvil Hornet F7CM Mk2\n\nAnvil Hornet F7CR Mk1\n\nAnvil Hornet F7CR Mk2\n\nAnvil Hornet F7CS Mk1\n\nAnvil Hornet F7CS Mk2\n\nAnvil Hurricane\n\nAnvil Lightning F8C\n\nAnvil Pisces C8\/C8X\n\nAnvil Pisces C8R\n\nAopoa Khartu-Al\n\nAopoa Nox\n\nArgo MPUV-1C\n\nArgo MPUV-1P\n\nBanu Defender\n\nCNOU Mustang Alpha\n\nCNOU Mustang Alpha Vindicator\n\nCNOU Mustang Beta\n\nCNOU Mustang Delta\n\nCNOU Mustang Gamma\n\nCNOU Mustang Omega\n\nDrake Buccaneer\n\nDrake Dragonfly\n\nDrake Herald\n\nEsperia Blade\n\nEsperia Glaive\n\nGreycat PTV\n\nGreycat ROC\n\nGreycat ROC-DS\n\nKruger Archimedes\n\nKruger Merlin\n\nMISC Prospector\n\nMISC Razor\n\nMISC Razor EX\n\nMISC Razor LX\n\nMISC Relian Sen\n\nMISC Reliant Kore\n\nMISC Reliant Mako\n\nMISC Reliant Tana\n\nOrigin 300i\n\nOrigin 315p\n\nOrigin 325a\n\nOrigin 350r\n\nOrigin 85X\n\nOrigin M50\n\nRSI Ursa\n\nTumbril Cyclone\n\nTumbril Cyclone AA\n\nTumbril Cyclone MT\n\nTumbril Cyclone RC\n\nTumbril Cyclone RN\n\nTumbril Cyclone TR\n\nVanduul Scythe"},"links_count":0,"comment_count":0,"created_at":"2026-05-25T10:00:00+00:00","created_at_human":"6 days ago"},"meta":{"processed_at":"2026-05-31 10:01:03","valid_relations":["images","links"],"prev_id":20934,"next_id":20936}}