Vehicle Info Image

+ - Flight/Systems Ready
- Power All (Toggle)
- Power Thrusters (Toggle)
- Power Shields (Toggle)
- Power Weapons (Toggle)

- Increase Weapon Power (Hold for Max)
- Increase Thruster Power (Hold for Max)
- Increase Shield Power (Hold for Max)
- Reset Power

- Power Headlights (Toggle)
(Long Hold) - Operator Modes (Toggle)

+ - Contact ATC (for Hangar)
- Docking Mode (Toggle)
- Docking Request (Target)
(Long Hold) - Automatic Docking
Note: When landing on a surface, it is recommended that Engines be Powered Offline to prevent the ship from floating away from external causes, such as high winds. This will also reduce idle fuel consumption.
- VTOL Mode (Toggle)
+ - Ship Transformation
+ - Unlock Ship Ports

- Open/Close Doors (Toggle) Recommended
- Lock/Unlock Doors (Toggle) Recommended

- Power Scanning Mode (Toggle)
- Power Mining Mode (Toggle)
- Power Salvage Mode (Toggle)
- Power Fracture Mode (Toggle)

(Mouse) - Pitch Up/Down
(Mouse) - Yaw Left/Right
- Main Thruster Forward
- Thruster Backward
- Thruster Strafe Left
- Thruster Strafe Right
- Roll Left
- Roll Right
+ (Mouse Wheel) Speed Limiter (Rel.).

- Boost
- Vertical Thruster (Strafe) Up
- Vertical Thruster (Strafe) Down
+ - Cruise Control (Toggle)
- coupled / decoupled (Toggle)
- Space Break
Note: Game Settings Space Break with Boost is recommended.

- Activate Ping
- Lock Selected Target
Note: Set to extra Mouse Button Recommended.
+ - Unlock Selected Target
Note: Set to extra Mouse Button Recommended.
+ - Pin/Unpin Selected Target
+ - Pin/Unpin Selected Target
+ - Pin/Unpin Selected Target
- Lock Pinned Target
- Lock Pinned Target
- Lock Pinned Target
- Remove All Pinned Targets
- Cycle Lock - Attackers - Reset to Closest
Note: Set to extra Mouse Button Recommended! Allows to Target anyone Targeting you.

- Hail Target

(R-Mouse) - Precision Targeting (Toggle)
+ (R-Mouse) (Hold) - Precision Targeting - Camera Tracking (Toggle)
Note: This mode applies to Turrets and Pilots

+ (Hold) - Manual Gimbal Mode - Swap VJoy/Look Direction (Toggle)
+ - Manual Gimbal Mode - Lock Aim Vector
- Gimbal Assist / Standard Gimbal / Gimbal Lock (Cycle)
Note: This mode applies to Turrets and Pilots (Weapons)

(L-Mouse) - Fire Weapons (Target)
(L-Mouse) - Launch Missiles (Target)
(M-Mouse) - Cycle Modes (SCM)
- Increase Armed Missiles
+ - Decrease Armed Missiles
+ - Bomb Impact Point (Toggle)

- Launch Noise
- Launch Decoy
+ - Increase Decoys
+ - Decrease Decoys
+ - Eject
- Self Destruct

- FreeLook (Toggle or Hold)
+ (Mouse Wheel) - Zoom View (in/out)
- Cycle Camera View
+ - Move Camera Forward
+ - Move Camera Back
+ - Move Camera Left
+ - Move Camera Right
+ - Reset 3rd Person Camera View
Note: Holding down F4 + Arrow Keys will allow for further manipulation of 3rd Person View.

(Mouse) - Pitch Up/Down
(Mouse) - Yaw Left/Right
- Turret Mouse Movement (VJoy, FPS style) (Toggle)
- Exit Remote Turret
- Gyro Mode (Toggle)
- Next Remote Turret (Cycle)
- Previous Remote Turret (Cycle)
- Change Turret Position
(Hold) - Center Turret
+ (Mouse Wheel) Speed Limiter (rel).
- Turret Instant Zoom

Last updated: 3.24.3 Patch (Star Citizen)

Pilot Dead Image

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 Aemonn

SCM 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_Bailey

SCM 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_Bailey

NVM 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_Bailey

NVM 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_Bailey

NVM 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_Bailey

Last updated: 3.24.3 Patch (Star Citizen)

HUD Pilot Docking

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.

HUD Pilot Quantum
HUD Pilot Quantum

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.

HUD Pilot Scanning

Operator Mode: SCM / NAV SCN (Scanning)

This interface works with MFD Scanning. Performing this task will share the information to all Vehicle Stations.

HUD Missile Lock

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)

Every Ship Station has a designated Primary MFD:

+ - Cycle Primary MFD (Left)
+ - Cycle Primary MFD (Right)

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)

  • Official license.
  • Approved Pilots may operate ships/vehicles for Patrols and Events.
  • Subject to periodical review.

Endorsement

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.

  • This step is necessary to ensure competency and trust for the Pilot’s knowledge, experience, and skills.
  • AKA, proof Pilot good!

Level 1: Conditional Pilot

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)

  • Official license.
  • Obtained by V-Tech Exam (Completed), available on the Exams & Benefits page.
  • Certified Pilots may Tune ships/vehicles, and operate ships/vehicles for Patrols and Events.
  • Approved Pilots (Required)

Certification

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

Level 2: Conditional Pilot

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)

  • Official license.
  • CC Pilots may operate Combat Capital Ships for Events.
  • Units Rank 2+ (Required)
  • Certified Pilots (Required)
  • Gives Title: Helmsman

Endorsement

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.

  • This step is necessary to ensure competency and trust for the Pilot’s knowledge, experience, and skills.
  • AKA, proof Pilot good!

Combat Capital Ships

  • Polaris
  • Idris-P Frigate
  • Idris-K Frigate
  • Idris-M Frigate
  • Javelin Destroyer
  • Kraken
  • Kraken Privateer

Level 3: Conditional Pilot

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.

Ship Categories:

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.

Light Fighters

Piloted by: Outriders, ARC Troopers, Engineer Division & Leadership Division.

  • 85x
  • 100i
  • 125a
  • 135c
  • 300i
  • 315p
  • 325a
  • 350r
  • Arrow
  • Aurora LN / MR / LX / ES / CL
  • Avenger Titan / Stalker / Warlock / Titan Renegade
  • Blade
  • Buccaneer
  • Defender
  • F7C Hornet / Wildfire
  • F7C-M Hornet Heartseeker
  • F7C-M Super Hornet
  • F7C-S Hornet Ghost
  • F7C-S Hornet Ghost MkII
  • F7C-S Hornet Tracker MkII
  • F7C-Mk II Hornet
  • F7A-Mk I Hornet
  • F7A-Mk II Hornet
  • Fury / Fury MX (Carrier)
  • Gladius / Valiant
  • Glaive
  • Hawk
  • Intrepid
  • Khartu-al
  • M50 Interceptor
  • Mustang Omega / Gamma / Delta / Beta / Alpha
  • P-52 Merlin (Carrier)
  • P-72 Archimedes (Carrier)
  • Razor Base / LX / EX
  • Sabre / Sabre Comet / Sabre Raven / Sabre Firebird
  • San'Tok.Yai
  • Scythe
  • Talon / Talon Shrike

Heavy Fighters

Piloted by: ARC Troopers, Engineer Division & Leadership Division.

  • Ares Star Fighter Inferno
  • Ares Star Fighter Ion
  • Cutlass Black
  • F8C Lightning
  • Freelancer MIS
  • Gladiator
  • Hurricane
  • Scorpius Base / Antares
  • Vanguard Harbinger / Sentinel / Warden

Priority Transport

Piloted by: Outriders, ARC Troopers, Lieutenant Corpsman, Medical Commander, Engineer Division & Leadership Division.

  • 400i
  • C1 Spirit / E1 Spirit
  • Cutlass Blue / Red / Steel (Garbage)
  • Freelancer Base / Dur / Max
  • Herald
  • Hull A
  • Intrepid
  • Mantis
  • Mercury Star Runner
  • Mole
  • MPUV Cargo
  • MPUV Personnel
  • Pisces C8/C8X/CR8
  • Prospector
  • Prowler
  • Raft
  • Retaliator Cargo
  • Starlancer MAX
  • Starlancer TAC
  • Terrapin
  • Terrapin Medic
  • Valkyrie
  • Vanguard Hoplite / Sentinel
  • Vulture
  • Zeus MkII CL
  • Zeus MkII ES
  • Zeus MkII MR

Bombers

Piloted by: Outriders, ARC Troopers, Engineer Division & Leadership Division.

  • A1 Spirit
  • Eclipse
  • Gladiator
  • Hercules A2
  • Retaliator Bomber
  • Vanguard Harbinger

Sub-Capital

Piloted by: ARC Troopers, Engineer Division & Leadership Division.

  • 600i
  • Carrack
  • Caterpillar
  • Constellation Aquila / Andromeda / Phoenix / Taurus
  • Corsair
  • Hammerhead
  • Hercules C2 / M2
  • Hull C
  • Redeemer
  • Starfarer Base / Gemini
  • Starlancer MAX
  • Starlancer TAC

Capital

Piloted by: ARC Troopers, Engineer Division & Leadership Division.

  • 890 Jump
  • Idris-P Frigate
  • Idris-K Frigate
  • Idris-M Frigate
  • Javelin Destroyer
  • Kraken
  • Kraken Privateer
  • Polaris
  • Reclaimer

Hover Vehicles

Piloted by: Outriders, ARC Troopers, Lieutenant Corpsman, Medical Commander, Engineer Division & Leadership Division.

  • Dragonfly
  • Hoverquad
  • Nox
  • Pulse / Pulse LX
  • X1 Base
  • X1 Force
  • X1 Velocity

Ground Vehicles

Piloted by: Outriders, ARC Troopers, Lieutenant Corpsman, Medical Commander, Engineer Division & Leadership Division.

  • Atlas Mech
  • Ballista
  • Centurion
  • Cyclone / Cyclone-AA / Cyclone-MT / Cyclone-RC / Cyclone-RN / >Cyclone-TR
  • Cydnus
  • G12 / G12a / G12r
  • Mule
  • Nova
  • PTV
  • ROC
  • ROC-DS
  • Ranger CV / Ranger RC / Ranger TR
  • STV
  • Spartan
  • Storm / Storm AA
  • Ursa Rover / Lynx / Fortuna / Medivac

Last updated: 3.24.3 Patch (Star Citizen)

Pilots Lounge Image

Ballistic Weapons

Energy Weapons

Distortion Weapons

    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

    Missiles & Torpedoes are self-propelled, guided projectiles with a variety of different characteristics, the 2 Primary of which are Guidance Systems & Payloads.

    Guidance Systems

      Infrared (IR): Tracks locked-on ships by Heat & Infrared emissions, released by Energy Weapons or less heat-efficient components. Can be fooled by Decoys and possibly lock to incorrect Targets with similar heat signature.

      Electromagnetic (EM): Tracks locked-on ships by Electromagnetic emissions, released by electronic weapons & components. Careful energy management & efficient components can reduce ship EM signatures to make locks difficult.

      Cross-Section (CS): Tracks locked-on ships by cross-section & appearance. Longer lock-on time than IR or EM, but more difficult to avoid.

    TGO Tip: Evasive maneuvers are highly recommended against all Guidance Systems, in addition to any preventative measures already listed.

    Payloads

      High Explosive (HE): An HE-equipped missile detonates directly on the targeted ship, causing severe damage to the ship's shields, hull, and impacted components.

      Electromagnetic Pulse (EMP): An EMP missile detonates on or near the targeted ship, causing significant damage to shields and potentially disabling major components on the ship, much like a distortion projectile weapon.

      Cluster Munition Explosive Projectiles (CM): An CM-equipped missile approaches the targeted ship and fires a cluster of submunitions that weakens the armour or shields, leaving the target vulnerable to the full payload that follows.

    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.

Turrets

    Star Citizen has 3 Turret Types: Manned, Remote and PDC.

      These turrets require a physical gunner to be present within the Turret itself, much like a pilot in the cockpit of a Light Fighter. Often greater in size, Manned turrets typically have larger damage output than Remote or Automated turrets. The operator also has access to MFD terminals, giving significant info throughout combat. However, Manned Turrets tend to have slower maneuverability, limited visibility and are more easily targeted & damaged.

      These turrets are safely operated from a designated terminal. Occasionally, these terminals will grant access to multiple Remote Turret options that the operator may rotate between for greater visibility and position advantages. They are also known to have greater maneuverability and visibility over Manned Turrets. However, they also tend to be smaller, dealing less damage along with zero MFD terminal access while in Remote Turret view.

      These turrets operate as point defense against Missiles, Torpedoes, Bombs and close-ranged hostile ships. They will not require an operator and will often be smaller than most remote turrets, occasionally consisting of a single gun each.

      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.

      These are typically the strongest & most significant Turrets of a ship, with strategic positioning and greater firepower over other turrets present. Manned by Rank 2 Combat Division units or higher, and occasionally Lieutenant Engineers, when Remote.

      This refers to all Manned & Remote Turrets that are not Primary to the ship’s overall damage output or Defense. Manned Secondary Turrets are used by Novitiates & Rank 1 Ensign Troopers. Remote Secondary Turrets are used by Novitiates, Rank 1 Ensign Operators & Ensign Troopers.

Turret Room Image

This section will be updated upon the release of 4.0

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