539 developer answers · 2012–2026
Developers keep returning to ship handling: thruster placement, mass and the IFCS, plus speed limits, atmospheric flight and per-ship tuning. Early talk covered inertia and tuning by player feedback. Later came the 2019 flight model, SCM and master modes, and in 2025–26 the new flight model, now in Squadron 42 and planned for Star Citizen. AI summary
The new flight model is functionally complete in Squadron 42, with no master modes, power-pip control and freeform quantum boost; the remaining work is bringing it into Star Citizen, including networking and multiplayer.
Richard Tyrer · Ian Leyland · Karl Chandler · 10 From the Community · 5 Oct 2026The Ironclad's balance centers on durability and large cargo capacity, with VTOL thrusters tuned so a fully loaded ship can still lift off, but only in VTOL mode.
Mattia Monticelli · Star Citizen Live · 15 May 2026Small snub ships are meant to threaten small craft, not bigger ships, with strong handling offsetting weak guns; the armor damage threshold is still subject to change, and balance will be revisited.
Mattia Monticelli · Mark Gibson · Star Citizen Live · 15 May 2026With the new flight model, hovering and 6-DOF flight in atmosphere will only work at low speed, since thrusters are weak and aerodynamics dominate at higher speeds, so low flying will need a different approach and vary by ship.
Yogi Klatt · Spectrum · 5 Nov 2025The command module is a technical feature, scheduled to finish internally in December, that enables detach/dock with control transfer; that isn't a release date for the Caterpillar, and the Ironclad module is hoped for.
John Crewe · Jared Huckaby · Ben Curtis · Star Citizen Live · 21 Aug 2025Essentially every ship still needs converting; master modes will reach the PU in stages, starting with speed tuning, then archetype handling, then per-ship differences, with no timeframe given beyond pointing to the public roadmap.
Yogi Klatt · Jared Huckaby · Star Citizen Live · 17 Nov 2023Ships without wings, like the Aurora, will still fly in atmosphere, though how they will be tuned is undecided; ships with proper wings would probably be only a little better.
Yogi Klatt · Jared Huckaby · Star Citizen Live · 17 Nov 2023Master Modes is meant to fix combat by dealing with excessive high speed, bringing fights closer so they're about outmaneuvering opponents, without capping speed outright because travel matters too.
Richard Towler · Jared Huckaby · Star Citizen Live · 9 Dec 2022Earlier attempts included speed-based nerfs and shield changes, but each fix created another problem; they think Master Modes avoids that loop.
Richard Towler · Star Citizen Live · 9 Dec 2022There was no eureka moment; testing was iterative, step by step, informed by player videos and weekly playtests, and positive tester reactions gave them confidence they're on the right track.
Yogi Klatt · Star Citizen Live · 9 Dec 2022Long term, cargo is supposed to affect mass and handling, and flight control would handle extra mass correctly, but currently cargo mass isn't passed to the ship, and speakers are unsure of the tech's status.
Yogi Klatt · John Crewe · Star Citizen Live · 3 Dec 2021The speakers say G-force limits are under review and will matter more, with aerodynamic control surfaces allowing higher-G maneuvers in atmosphere, a better exhaustion model, and talks about specialized flight suits.
Richard Towler · Yogi Klatt · Star Citizen Live · 6 Nov 2020Piloting breathing sounds are driven mainly by G-force and were toned down after the new flight model made the character breathe too hard, and they proved a useful feedback mechanism.
Graham Philipson · Phil Peers-Smallwood · Josh Bell · Star Citizen Live · 8 Nov 2019Manual ship state changes won't be in 3.4, but work has begun on a vehicle state machine for 3.5 that decouples animation from flight states, though not every ship may be ready on day one.
John Crewe · Jared Huckaby · Reverse the Verse · 7 Dec 2018Atmosphere height is an artist-defined setting and can be extended, though the current shallow ones likely keep descent times short; the engine also knows when you are in atmosphere, enabling possible future gameplay and effects.
Sean Tracy · Forrest Stephan · Eric Kieron Davis · Town Hall · 26 Oct 2016Gravity slingshot trajectories like NASA's probably won't be modeled, but gravity will vary with distance from a planet and affect flight, including atmospheric flight, as landing pads already influence the flight model.
Chris Roberts · 10 for the Chairman · 14 Dec 2015Yes, they plan for challenging environments like narrowing, shifting jump point tunnels, where unstable ones may need extreme piloting but offer shortcuts, and for other structures or planetside areas.
Chris Roberts · 10 for the Chairman · 14 Dec 2015A full 6DOF mode is definitely coming: decoupled mode becomes additive 6DOF and standard IFCS gains strafing, while longer-term IFCS variation by ship or upgrade is only a concept still being worked out.
Chris Roberts · 10 for the Chairman · 18 Aug 2014Chris Roberts says the flight model won't be finalised in the dogfighting alpha and will be tuned based on subjective player feedback, likely through a forum setup that hasn't been designed yet.
Chris Roberts · 10 for the Chairman · 18 Dec 2013Thruster ratings are power bands, not exact values: higher ratings generally exceed lower ones, but progression isn't linear and quality varies within a band.
Chris Roberts · Wingman's Hangar · 13 Dec 2013The first Dogfighting Module is a best-first-guess test release with limited features, nothing set in stone, and it will grow over the following year, so its schedule may not be exact.
Chris Roberts · Wingman's Hangar · 13 Dec 2013