397 developer answers · 2013–2026
Developers keep returning to hangars as the place where ships are stored, sized and persisted: which ships fit in which hangar sizes, how landing zones assign hangars, and how stowing and long-term persistence work. Early talk (2013–2017) was customizable hangars, rentable storage and buyable land. Later answers cover personal hangars in 3.23, bed logging, and ongoing bug fixes, with housing and org buildings still plans. AI summary
The team is working on hangar bugs such as exterior doors staying closed, players being told to enter someone else's hangar, and repositioning getting stuck after impound, mostly from failed handshakes, missing timeouts or invalid reposition positions.
Benoit Beausejour · Jens Lind · Star Citizen Live · 18 Jun 2026They want to fix players losing their persistent hangar, which they suspect is stowed in another inventory, and are working on login issues like 64008 errors caused by location resolution being handed to dead or rebooting servers.
Benoit Beausejour · Jared Huckaby · Star Citizen Live · 18 Jun 2026The ship has six small side hangars, three per side, plus one medium hangar, sized by hangar metric rather than specific vehicles, so ships such as Cutlasses can fit.
John Crewe · Jared Huckaby · Ben Curtis · Star Citizen Live · 24 May 2026Separating docking from hangar requests would be welcome and is on the feature request list, but it's a priority call with no commitment, and the speakers suggest the command module team might fit it in.
John Crewe · Jared Huckaby · Star Citizen Live · 27 Nov 2025ATC is disliked and unstable with poor queue times; the team is still gathering metrics and plans to split hangar management out of ATC, but this year's other priorities stopped that work.
Benoit Beausejour · Jared Huckaby · Star Citizen Live · 11 Sep 2025Lost ships come from the long-term persistence system being fragile, since stowing happens through many paths that don't always record correctly, and the team is still finding cases where records are wrong.
Benoit Beausejour · Jared Huckaby · Star Citizen Live · 11 Sep 2025Furniture can be mag-locked so only the owner or credentialed people can move it; ways to disable the lock and PVP implications are planned for a later patch.
Thorsten Leimann · Declan Holmes · Star Citizen Live · 6 Dec 2024Players choose a plot size paid for in UEC or claimed with a beacon, then owe recurring tax or eventually lose the land, with no-build national parks and exclusion zones around plots.
Declan Holmes · Star Citizen Live · 6 Dec 2024The plan is to let personal hangars expand with modules whose exact list is undecided, and to split instance and personal hangar data so personal ones can be emptied, with no timeline given.
Jared Huckaby · Star Citizen Live · 13 Sep 2024In the developers' private test server it was always Hangar 3 for unclear reasons; on live servers it will be whichever hangar is assigned, and the larger hangars might be 1 and 2.
Todd Papy · Jared Huckaby · Star Citizen Live · 12 May 2023The Galaxy's rear hangar is too small for a Prospector and has no ramp, so only the central area works with ground vehicles, though the refinery module can still take Prospector and MOLE cargo.
Cloud Imperium · Ship Q&A · 5 Dec 2022Ship components can't be moved because inventory spans several teams and couldn't all be delivered at once; the intention is a future hangar management app, with the current friction accepted as groundwork.
Richard Tyrer · Star Citizen Live · 22 Oct 2021The team is updating older Stanton locations, such as adding hangars at Grim Hex and finishing New Babbage details, building foundations other teams can add content to later, with not every change advertised.
Ian Leyland · Calling All Devs · 31 Jul 2020Hailing your ship from a runabout or vehicle seems like something they should do, but there's no commitment or timeline, and it would need to be built as a general gameplay feature rather than vehicle-specific.
John Crewe · Will Weissbaum · Star Citizen Live · 6 Dec 2019The Endeavor will stay modular with swappable modules and a detachable front section, but nothing has progressed since the concept, and what fits in its hangar is undecided and it is a way out.
John Crewe · Jared Huckaby · Reverse the Verse · 7 Dec 2018John Crewe walks through images of the 890 Jump's current state, including a medical bay, atrium, engineering, cargo bay and private crew pods, noting production resumed after the team was paused for the Kraken.
John Crewe · Reverse the Verse · 7 Dec 2018The 890 Jump can store two 85Xs but comes with only one as standard, and has no dedicated X1 hangar, though its cargo bay has enough space to carry an X1 or ground vehicles.
John Crewe · Reverse the Verse · 7 Dec 2018The habs are deliberately lived-in with personality rather than squeaky clean, and Lorville's workers' district suits a disgruntled workforce, with more upmarket, classy locations expected in the future.
Ian Leyland · Reverse the Verse · 9 Nov 2018A planetside or large asteroid hangar should let you reach local shops and pubs, but there'd be no shuttle service to places elsewhere, so you'd need to fly your own ship there.
Chris Roberts · 10 for the Chairman · 15 Dec 2014The hangar patch adds the new Avenger and Cutlass to walk around in, plus a space crab, jellyfish and a sucker fish, and some UEC to test client-side persistence; the ships aren't PBR yet.
Ron LaJoie · Eric Peterson · Wingman's Hangar · 20 Dec 2013The hangar gets a firing range for testing a few weapons on targets, with more added as effects, animation and sound come online; a room system, with the asteroid hangar first, is expected sometime in the new year.
Ron LaJoie · Eric Peterson · Wingman's Hangar · 20 Dec 2013