Last updated: 3.24.3 Patch (Star Citizen)
SCM GUN refers to the mode that is selected in your ship for the use of the guns on your ship, allowing for the use of such weapons. SCM GUN will display when the system is in use.
Warning: SCM Reduces Speed & Disables Quantum, but Enables Weapons, Shields & Countermeasures.
"This is pew pew dakka dakka with the gunssss!" - Captain Daneel_Bailey "Engaging with Guns!!!" - 1st Officer AemonnSCM MSL refers to the mode that is selected in your ship for the use of the missiles on your ship, allowing for the use of such weapons. SCM MSL will display when the system is in use.
Warning: SCM Reduces Speed & Disables Quantum, but Enables Weapons, Shields & Countermeasures.
"These be the boom booms sticks!" - Captain Daneel_BaileySCM SCN refers to the mode that is selected in your ship for the use of the scanning system, to allow for scanning other vessels or objects. SCM SCN will display when the system is in use.
Warning: SCM Reduces Speed & Disables Quantum, but Enables Weapons, Shields & Countermeasures.
"This is the lookie look!" - Captain Daneel_BaileyNVM QT refers to the mode that is selected in your ship for the use of the quantum drive, allowing for the travel between different planets or long-distance locations. NVM QT will display when the system is in use.
Warning: NAV Disables Weapons, Shields & Countermeasures, but Increases Speed & enables Quantum.
"This is the extra fast zoom zoom!" - Captain Daneel_BaileyNVM FLT refers to the mode that is selected in your ship for the accelerated version of your ships standard flight. Allowing for an increase of speed at which you travel in a local area. NVM FLT will display when the system is in use.
Warning: NAV Disables Weapons, Shields & Countermeasures, but Increases Speed & enables Quantum.
"This is the fast vroom vroom!" - Captain Daneel_BaileyNVM SCN refers to the mode that is selected in your ship for the use of the scanning system, to allow for scanning other vessels or objects. SCM SCN will display when the system is in use. NVM SCN and SCM SCN both have the same function.
Warning: NAV Disables Weapons, Shields & Countermeasures, but Increases Speed & enables Quantum.
"This is the other lookie look!" - Captain Daneel_BaileyLast updated: 3.24.3 Patch (Star Citizen)
Operator Mode: SCM / NAV
Docking involves a unique Pilot HUD available on select Sub-Capital & Capital ships manufactured with Docking Collars. This often acts as the primary (Default) space station landing option when requesting permission from ATC (Air Traffic Control).
When Active, the pilot’s HUD will appear as shown in the image above, indicating Distance, Pitch, Yaw, and Roll, along with various circles. The Pilot will need to navigate the ship’s position until all circles are properly aligned, indicated by turning green. Positioning for proper alignment can vary based on the ship’s layout and docking collar placement.
When properly aligned, Automatic Docking is recommended.
Operator Mode: NAV (Navigation)
Quantum Travel is possible for all vehicles equipped with a Quantum Drive. These come in a variety of Sizes (1-4), and utilize Quantum Fuel to travel significant distances within a Solar System or Planetary System.
The HUD consists of 5 components:
This mode allows the Pilot or Turret operator to zoom and target specific components & sections of a vehicle.
Operator Mode: SCM / NAV SCN (Scanning)
This interface works with MFD Scanning. Performing this task will share the information to all Vehicle Stations.
Operator Mode: SCM MSL
When Target Lock is within Missile/Torpedo Range (Range Finder), Missile lock will begin with broken Circle Display. When Circle is complete, armed Missiles/Torpedoes are ready to deploy.
Last updated: 3.24.3 Patch (Star Citizen)
Last updated: 3.24.3 Patch (Star Citizen)
To pilot a ship within The Galactic Order, there are a number of different requirements that must be met, depending on the ship or situation. To maintain structure and ensure stability, the Galactic Order has 3 different Pilot Licenses available, each with different limitations and benefits.
Level 0: Provisional Pilot (Overview)
Level 1: Approved Pilot (Overview)
Approved Pilot license can be obtained once endorsed by any of the following potential Pilot Instructors:
Endorsement must be submitted (in writing) to the Provisional Pilot’s superior 1st Officer or Captain, for final approval.
When an approved Pilot is promoted or demoted into a role that is not typically approved for flying, their Approved license will go from Active to Conditional, allowing them to fly during Patrols & Events only when no other pilots are available.
Level 2: Certified Pilot (Overview)
Certified Pilots may act as a Pilot Instructor, host Training events (as Rank 2+), and endorse Provisional Pilots for an Approved License.
Certified Pilots may Tune ships/vehicles, and operate ships/vehicles for Patrols and Events
When a certified Pilot is promoted or demoted into a role that is not typically approved for flying, their Certification will go from Active to Conditional, allowing them to fly during Patrols & Events only when no other pilots are available.
Level 3: Combat Capital Pilot (Overview)
CC Pilot license can be obtained once endorsed by any of the following potential Pilot Instructors:
Endorsement must be submitted (in writing) to the Provisional Pilot’s superior 1st Officer or Captain, for final approval.
When a CC Pilot is promoted or demoted into a role that is not typically approved for flying, this licensee will go from Active to Conditional, allowing them to fly during Patrols & Events only when no other pilots are available.
Disclaimer: Priority Transport parameters include anything critical for a mission, transportation of high value target, 2 or more Commanders, a member of High Leadership (Rank 4+) or Cargo exceeding 500,000 aUEC in value.
Piloted by: Outriders, ARC Troopers, Engineer Division & Leadership Division.
Piloted by: ARC Troopers, Engineer Division & Leadership Division.
Piloted by: Outriders, ARC Troopers, Lieutenant Corpsman, Medical Commander, Engineer Division & Leadership Division.
Piloted by: Outriders, ARC Troopers, Engineer Division & Leadership Division.
Piloted by: ARC Troopers, Engineer Division & Leadership Division.
Piloted by: ARC Troopers, Engineer Division & Leadership Division.
Piloted by: Outriders, ARC Troopers, Lieutenant Corpsman, Medical Commander, Engineer Division & Leadership Division.
Piloted by: Outriders, ARC Troopers, Lieutenant Corpsman, Medical Commander, Engineer Division & Leadership Division.
Last updated: 3.24.3 Patch (Star Citizen)
These weapons penetrate between 20% to 60% of shields, dealing damage directly to a vehicle's hull. These do not use energy, generate minimal to zero heat or signature when firing and travel greater distances than energy weapons without loss of efficacy. Rapid-firing types are also ideal for point defense against missiles and torpedoes. However, ballistic projectiles are generally slower than energy projectiles and have limited ammunition.
These weapons first Temporarily deplete shields before damaging a ship’s Hull. They use energy, generate heat & signature when powered on, significant heat & signature while firing, and travel lesser distances than ballistic projectiles. However, they have potentially infinite reserves of ammo (drawing from vehicle power to recharge), making them ideal for prolonged combat engagements. This also helps to reduce supplies & weapon maintenance.
These weapons are a variant of Energy Weapons, inflicting strong electrical discharges rather than thermal damage. They deal no damage to a ship’s hull, but inflict significant damage to shields. When shields are depleted, shots to a ship’s hull will degrade power systems and component performance. These disable ships without destroying them, making for an ideal choice with Law Enforcement, Bounty Hunting and Pirating. With exception to damage use, Distortion Weapons share the same properties as Energy Weapons.
TGO Tip: Against Fighters and ships smaller than Sub-Capital, Repeaters are recommended Size: 1-4.
TGO Tip: Against Ground Turrets, Sub-Capital & Capital ships, Cannons are recommended Size: 5+.
Missiles & Torpedoes are self-propelled, guided projectiles with a variety of different characteristics, the 2 Primary of which are Guidance Systems & Payloads.
TGO Tip: Evasive maneuvers are highly recommended against all Guidance Systems, in addition to any preventative measures already listed.
TGO Tip: Missiles are fast, but deal less damage than Torpedoes, and range Sizes: 1-4.
TGO Tip: Torpedoes are slow, but deal more damage than Missiles, and range Sizes: 5-10.
TGO Tip: Bombs have larger Areas of Effect, but require Gravity, and range up to Sizes: 5 & 10.
TGO Tip: All Missile Guidance Systems can be avoided through experienced piloting and evasive maneuvers.
Star Citizen has 3 Turret Types: Manned, Remote and PDC.
Note: Currently, all ship Turrets are set, based on the ship's development design, and cannot be switched out between Remote, Manned and Automated.
TGO Tip: Missile Launchers may be attached to some turrets.
The Galactic Order holds 2 classifications for Turret Operation: Primary & Secondary.
This section will be updated upon the release of 4.0
Quantum Travel HUD Calibrated & Spooled
Quantum Travel HUD mid-Jump
Weapons Mode
Missiles Mode
Scanning Mode (SCL)
Quantum Drive Mode
Free Flight Mode
Scanning Mode (NAV)
This MFD screen provides features, displays & interactions for all in-game Communications.
This MFD screen provides features, displays & interactions for HUD (Heads Up Display) customization, with unique options for different Ship/Vehicle Stations.
The visual indicator for these HUD settings may vary between manufacturers.
This MFD screen provides features, displays & interactions for power resource management to Guns, Engines, Shields, Quantum Drive, Radar, Life Support and Coolers.
This MFD provides features, displays & interactions with Vehicle Scanning.
After scanning a Vehicle, 3 Tabs will appear on screen. Each Tab can be selected to display relative data.
This MFD provides features, displays & interactions for Vehicles.
Ammo / Capacitor displays under energy weapons (deplete left to right). Recharge delay indicated as a secondary red bar (deplete left to right).
Selected weapons (Gun Group) will highlight on vehicle Hologram display.
Hover curser over highlighted parts of the vehicle Hologram will display data-tooltips.
Clicking highlighted parts of the vehicle Hologram will provide additional details:
This mode will display relevant details for Missiles/Torpedoes and Bombs.
These modes (SCM SCN, NAV SCN, & NAV QT) all share the same display.
This MFD provides features, displays & interactions with Vehicle Shields.
This MFD provides features, displays & interactions with Locked Targets.
When No Target has been Locked, this MFD will display "No Target"
When a Target is locked, this MDF provides a Hail Target button. Clicking this will switch to MFD: Communications
Hold interact key (F) + select a target on radar (mouse click), the target status will update with the selected target.
Hold interact key (F) + hovering over the Radar (with scroll wheel) will zoom in and out on the radar, making it easier to select targets in relative position to your ship.
Hold interact key (F) + Right Mouse button to Lock Radar display.
This MFD provides features, displays & interactions with Vehicle weapons.
When a weapon group is selected, the grouping column will be highlighted (vertical) and the weapons themselves will have their background shaded (horizontal). The number of the selected weapon group is also displayed as a prefix to the text across the top starting with Group "0", and ending with Group "3".
Weapons can be assigned to 1 / 4 Gun Groups by selecting each checkbox. Current active Gun Group (column) will display highlighted.
Hover cursor over icons to see data-tooltips.
"# - Guns (ALL)" will display for Gun Groups that have all Weapons Selected.
"# - Guns" will display for Gun Groups that have multiple Weapons Selected (different names).
"# - Weapon Names" will display for Gun Groups that have all Weapons Selected (same Name).
Empty Gun Groups will not display, and are skipped in the rotation when cycling.