Star Citizen Alpha 2.6.2 is LIVE


Greetings Citizens,

Welcome to Star Citizen Alpha 2.6.2! This patch is primarily dedicated to bug fixes with continued focus on Star Marine and Arena Commander. We also have the implementation of Mega Map for Multiplayer Arena Commander and Star Marine, new implementations to our ongoing network code updates, and the new Drake Buccaneer!

Your launcher should show “2.6.2-521494-c” as the client version. It is strongly recommended that players delete their USER folder for the LIVE client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Public.

You can read the complete Patch Notes here.

Read on for a quick look at some of the highlights included in Star Citizen Alpha 2.6.2. This week’s Around the Verse is Part 2 in our Ship Pipeline feature. We show you the development of a ship from greybox to flight ready.

Technical Advancements

Play the Way You Want to Play

Customization and giving players many options to play Star Citizen has always been a top priority for us. Not only are we introducing additional customization options, but bringing back an old feature as well. With the release of Alpha 2.6.2, we have added support for non-traditional screen resolutions like very wide screens using 21:9 aspect ratio, and we have also re-enabled support for TrackIR.

Multiplayer Mega Map

Mega Map is now enabled for multiplayer Arena Commander and Star Marine maps. This will allow for a much quicker loading time when switching between maps or going from one game mode to another.

Serialized Variables

Serialized Variables replaces some of the original aspects of CryEngine for handling data and relaying information between clients. It’s a considerably more lightweight means for handling update messaging on the network, and reduces the risk of data being lost in caching or other processes – effectively reducing lag.

Balance Changes

Arena Commander

We are bringing a lot of smaller quality of life fixes to Arena Commander. For example, We have gotten rid of the pesky helmet radar staying active when you spawn in a vehicle. Also, ship holograms are working again in the AC loadout screen, as well as the back button if you were invited to a private match.

In Race Mode, checkpoint numbering now starts at one instead of zero, the announcer no longer states you are going in the wrong direction after the fourth checkpoint in each lap, and we fixed an exploit that awarded large sums of REC without much participation.

Star Marine

We have made a number of changes to make playing in Star Marine feel better. Some new features include a “+25 Headshot” bonus reward, and Last Stand now requires six players to start instead of eight. It also includes adjusting the spawn points in OP Station Demien, on-foot radar now orients to the player and not the ground, and cooking grenade audio is more recognizable. Players also should no longer be placed into games with less than half of the game time left.

We’ve included numerous environment and audio fixes to Star Marine as well. The start of match countdown audio should no longer play twice, several collision issues in both maps have been resolved, as well as players falling off the map when jumping down certain staircases.

The New Buccaneer Has Arrived

This Is Not Your Average Fighter



Drake’s new interceptor and fighter is here!

Built to hit above its weight-class, the Buccaneer brings a notably more potent gun-loadout to lighter ships like the Avenger and the Gladius. Although a heavy-hitter, the Buccaneer is less durable compared to a F7C Hornet, and as a much weaker missile loadout than the AEGIS Sabre. This rough-and-tumble frontier fighter can be maintained in the worst of conditions in order to keep real, working space crews alive.

With an impressive amount of firepower, the Buccaneer comes equipped with two Size 1 9-Series Longswords on the wingtips, two Size 3 gimbals on the underwings with CF-117 Badgers, two Size 1 pylons for a customizable missile loadout, and finally a Size 4 hard point between the two engines as an unmanned turret with two Tarantula-870 Ballistic Cannons.