185 developer answers · 2013–2026
Developers keep returning to how quantum drives, fuel and interdiction (jammers, snares, the Mantis) shape travel, and to long-wanted route planning, waypoints and star map pins. Early answers covered fuel and jump points; later ones cover master modes with Nav Mode, then plans to drop Nav Mode, plus server-meshing bugs. 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 2026They list quantum travel and star map bugs they are looking into, including route resets, no plotting around obstacles, and tunnel exits landing in the same system, and say the old routing code has changes coming in the future.
Benoit Beausejour · Jens Lind · Star Citizen Live · 18 Jun 2026Server meshing broke cross-zone interdiction checks, so a new Entity Cluster Service keeps a symbolic cross-server view of quantum drives and interdiction devices, letting interdiction work across servers and also planned for beacons.
Benoit Beausejour · Star Citizen Live · 11 Sep 2025The CitizenCon quantum travel demo was real Squadron 42 gameplay, but the design has since changed, with quantum boosting now planned for the slower speed range that Nav Mode used to cover.
Yogi Klatt · Jared Huckaby · Star Citizen Live · 12 Jun 2025The next flight model update covers thrusters, atmospheric control surfaces and the quantum experience, adding non-spherical velocity space, jerk, customizable IFCS assists, thrust-based speeds with no fixed top speed, and an IFCS core that can shut off after collisions.
Yogi Klatt · Jared Huckaby · Mattia Monticelli · Star Citizen Live · 12 Jun 2025Planet orbits could be turned on but would make quantum travel very difficult, most other orbital variations are possible pending design and lore, and axial tilt for seasons can be enabled without other systems.
Will Hain · Star Citizen Live · 15 Nov 2024Permanent jump points will use a fixed quantum fuel amount per jump point, but the number is still being balanced and not shared, and the drive won't let you jump without enough fuel.
Edward Fuller · Rick Porter · Star Citizen Live · 9 Aug 2024Quantum boosting shake is likely too strong and will probably be dialed down, but whether players can turn it off is undecided and a director-level decision, though Squadron 42 allows it.
Yogi Klatt · Jared Huckaby · Star Citizen Live · 17 Nov 2023For now the map will work much like the current one, allowing several stops, while fuller route planning, such as avoiding danger or fuel stops, is something they'd probably look into later.
Simon Bursey · Bone · Star Citizen Live · 10 Nov 2023Mark Gibson says quantum drives aren't too big for snubs; snubs are deliberately small, cheaper to run and fill a different role than fighters, so each ship should be the right tool for the job.
Mark Gibson · Cory Bamford · Star Citizen Live · 26 May 2023The flight teaches the basic process rather than skipping to quantum travel, and the team has also trimmed the missions offered afterward and wants them to unlock gradually from a small starting set.
Jared Huckaby · Todd Papy · James Kay · Star Citizen Live · 12 May 2023The two modes are a combat mode (name still under discussion) for most gameplay, and NAV mode, which allows quantum travel and high speeds but disables shields and weapons.
Yogi Klatt · Star Citizen Live · 9 Dec 2022Static Server Meshing fixes everything in advance, so no servers are created pre-emptively; the first version will start with few server nodes and limit shard player counts, so don't expect player counts to rise much.
Cloud Imperium · Spectrum · 10 Nov 2021Long distance probing lets players send probes to find and triangulate objects in a system, then analyze uncertain signatures to decide whether to jump there, sell the data, or avoid risk.
Thorsten Leimann · Dan Trufin · Star Citizen Live · 18 Jun 2021The quantum travel effect is acknowledged as dated, with a planned update and concepting starting next week, and they'd like dynamic, damage-reactive, per-drive and tech-level effects.
Mike Snowdon · Teo Barrault · Leo Vansteenkiste · Jared Huckaby · Star Citizen Live · 14 Aug 2020Quantum travel entry and exit sounds will be improved at some point; known bugs, including missing sounds of other players' jumps, remain, and a fix for the exit sound is hoped for soon.
Josh Bell · Graham Philipson · Kit Chalice · Star Citizen Live · 19 Jun 2020Quantum range depends on fuel usage rate and the drive, not just tank size, and tanks are eventually meant to become bespoke physical parts, with the current size matching only a loose approximation.
David Colson · John Crewe · Jared Huckaby · Star Citizen Live · 22 May 2020Waypoint marking is wanted in the near future, likely alongside exploration and data running features, though the UI approach (a mobiGlas app or a more robust Star Map) is still under discussion.
Rob Reininger · Jared Huckaby · Jon Hayter · Star Citizen Live · 17 Apr 2020Showing a distance or travel time before accepting is possible since missions are calculated in advance, but they think time tied to quantum travel would be more useful and haven't settled how to compute it.
Luke Pressley · Jared Huckaby · Star Citizen Live · 15 Nov 2019Long-range ships can refuel at truck stops or at Starfarers; fuel will be rebalanced repeatedly, aiming for roughly one refuel every one to two hours of play, with values changing between versions.
Todd Papy · Jared Huckaby · Reverse the Verse · 31 Aug 2018Reininger personally expects players to gather route information by visiting places, like fog of war on a map, to push exploration; this is beyond route planning and still to be decided.
Rob Reininger · Calling All Devs · 28 Aug 2018Beyond pirates, hazards include things that pull you out of quantum travel (meteors, comets, derelicts, debris, micro black holes), mining gas vents, and item wear and breakdown requiring maintenance, which is described as coming with the full Item 2.0 system.
Tony Zurovec · Chris Roberts · 10 for the Chairman · 14 Mar 2017Yes, solo players will be able to set an autopilot and leave the helm, which stops for obstacles, and crewed ships will let you give a crew member high-level orders.
Chris Roberts · Tony Zurovec · 10 for the Chairman · 14 Mar 2017Escape from interdiction is still being worked out, but the interdictor chooses power, which sets the field's range and probability curve, trading how quickly victims can re-engage quantum against attracting more attention.
Tony Zurovec · Town Hall · 29 Nov 2016Hacking or electronic warfare that drops a ship's shields would stop it using quantum drive, and mass in a ship's path would pull it out of quantum travel, though whether the first 2.0 version includes this is unconfirmed.
Chris Roberts · 10 for the Chairman · 9 Nov 2015This hadn't really been thought about, but Roberts finds the idea of Arena Commander following in-universe communication rules interesting and will consider it, while generally expecting it to let players play friends and others across the universe.
Chris Roberts · 10 for the Chairman · 14 Jul 2014The aim is to stream objects in and out so loading is hopefully imperceptible, using autopilot or warp-style transitions to hide it, though Arena Commander currently loads traditionally; an SSD is recommended.
Chris Roberts · 10 for the Chairman · 14 Jul 2014