H.U.D Manager · Release Notes
What's New
Live updates as features ship. The mission, the loadout, the fleet — all getting better one push at a time.
You said, we listened
“Loadout Bay and your ships”
2026-10-26
A pilot who filled out our survey told us Loadout Bay can be confusing, and that you should be able to pull your ships from RSI. Thank you, this was very useful.
Coming
- Loadout Bay made easier to read. Fewer buttons, plainer wording, and a clearer way to choose a build.
- Your ships in the overlay. You can already import your RSI hangar on the website’s Fleet page (“Import from RSI”). We are bringing that into the overlay, so your ships show up in Loadout Bay with stock and recommended builds ready to pick.
Native Overlay 0.3.72
“Every Detail”
2026-10-26
Download it from the Download page; if you already run a 0.3.x build it updates itself.
New
- A new Ship Loadout Bay layout, with the details read from the game files. Damage by who fires, shield and armor resistance, deflection, a hull breakdown with vital, secondary and breakable parts, flight speeds, turn rates and fuel, every turret with its mounts and weapons, and missile racks you can open to see each missile. On a narrow panel it stacks into one column.
- PTU switch. A GAME button in the tool menu cycles AUTO, LIVE and PTU. On PTU the overlay reads the PTU data (the LIVE data is never touched) and the missions panel gets a NEW IN PTU filter.
- HUNT NEXT and FIND IN OLD LOGS. The BLUEPRINTS panel ranks the contracts most likely to drop a blueprint you still need, and can search your older game logs for blueprints you already received. The blueprint list is current again.
- Salvage: the Argo MOTH and a mission fee box. The payout calculator knows the MOTH, and you can type what the mission cost to split the fee.
- HUD Voice Commander in German (beta), and first drafts of the screen text in German, French, Spanish and Portuguese (Settings, Language). The translations were made by machine and are not checked by native speakers yet. Voice commands are made for VR: say the command and the overlay presses the game’s key for you.
Fixed
- Hammerhead and the four Constellation Mk IV ships used retired game records. They now use the current ones, for example Hammerhead hull 403,400 and shields 211,200.
Native Overlay 0.3.71
“Always Current”
2026-10-25
Download it from the Download page; if you already run a 0.3.x build it updates itself.
New
- The overlay updates itself before it opens. When you start it, a small window checks for a newer version, shows a progress bar while it downloads, installs it and starts the new version by itself. No installer to run, no clicks. Offline or a slow check: the overlay just opens as usual.
- Your collected blueprints are the same on the website and in the overlay. Tick a blueprint on one and it shows on the other. It works when you are signed in, and the overlay catches up by itself if it was offline.
- Blueprints from patch 4.10.2. Thirteen new blueprints can be found and are marked when you receive them in game.
- Blueprints we could not match are shown, not lost. If the game reports a blueprint the overlay cannot match, it appears in a short “received in game, not recognized” box on the Blueprints panel so you can tick the right one yourself.
Changed
- No more “update ready” pop-up over the game. Updates download quietly and install by themselves the next time the overlay starts.
- One free 14-day trial per computer and email. The free trial now starts from the overlay, once per computer and once per email address. Pilots who already have an account, a trial or a subscription are not affected.
Native Overlay 0.3.70
“Say It Your Way”
2026-10-25
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Voice
- Say it your way. Words can come in any order: “shield max” works like “max shields”. Plurals and plain alternatives count too, and a command only fires when every word is there, so on and off (or increase and decrease) are never mixed up.
- Weapons, engines and shields. “turn off weapons”, “weapon power off”, “switch engines on”, “shut down the shields” and “increase weapon power” all work, plus “reset distribution”.
- Ask Lisa for a command, out loud. Say “what is the command for landing” or “how do I dock” and Lisa reads the commands to you. Needs Lisa’s voice (Settings > Assistant); otherwise the Command Guide opens.
- Doors and docking. “open doors”, “close all doors”, “dock”, “request docking” and “docking mode”.
- VR. “vr on” / “vr off”, “recenter vr” and “theater mode”.
- Click by saying the label. At a Fleet Manager kiosk or elevator panel, put the head cursor on a button and say its label: “retrieve”, “insure loadout”, “confirm”, “cancel”, “lobby” and more. “interact” then “press” also works; “release” lets go.
- More commands. Precision Targeting (“precision toggle”, “max zoom”, “cam tracking”), “launch missile”, “toggle chat”, cruise and nav mode on/off, and on foot: zeroing up/down, lean, hold breath.
Overlay
- Updates itself on start. If a new version is ready and Star Citizen is not running, the overlay installs it and restarts.
- Label capture. “start capture” logs the words you say to a text file so on-screen labels can become new commands. It ends by itself after 10 minutes.
Native Overlay 0.3.67
“Right Gun, Right Target”
2026-10-18
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Build Advisor
- Build Advisor: weapon speed and range. Every build now shows its damage-weighted projectile speed, its shortest gun range, and how long shots take to cover a distance, straight from the game data. Each gun in the parts list shows its own speed and range.
- Build Advisor: ENGAGE AT. Pick ANY RANGE, 1,000 m, 1,500 m or 2,000 m. Guns whose shots do not travel that far stop counting, in every goal.
- Build Advisor: small, quick ships. Slow shots are hard to land on a small ship that is moving. Every build now shows an ESTIMATE of the share of shots that land on a small fighter (a Gladius-class ship) and how long a kill would take, with SMALL FIGHTERS ARE: STEADY / QUICK / VERY QUICK to set how fast they get out of the way. The speeds and ranges are game data; that setting is an estimate, not a game number.
- Build Advisor: ONE LOADOUT: (YOUR SHIP’S SIZE) + SMALL FIGHTER. A new goal, named after your ship’s size (for example LARGE SHIP + SMALL FIGHTER), that picks one set of guns that works on the ship you chose AND on a small fighter, instead of the best set for the big ship alone. It is also the fifth column in COMPARE ALL FOUR GOALS.
- Build Advisor: ONE LOADOUT now uses the real fight. The goal scores the big ship by its real-fight kill time (capacitors drain, guns overheat) and the small fighter by the estimated kill time, each against the best the guns can do for that kill alone. On a Constellation Mk V Centaurus against the Andromeda it now picks three M7A and one fast repeater instead of the same four cannons as FASTEST KILL. Every build also shows the damage that lands on a small fighter (estimate), each gun shows how much of its fire lands, and when the answer equals MIXED the panel says so.
- Build Advisor: the compare button covers all five goals.
Voice
- Voice: components of the targeted ship. “Next component” / “cycle sub target”, “previous component” / “previous sub target” and “reset component” / “reset sub target” step through the targeted ship’s parts and back to the whole ship. New “previous attacker”, “previous in view”, “cycle pinned” and “previous pinned”. SET UP SYSTEMS KEYS now also gives Cycle Subtarget Fwd/Back/Reset and Cycle Attacker Back a keyboard key when you have none (the game has no default for the Back keys).
- Voice: speed limiter faster and slower. “Limiter faster” / “speed limiter faster” raises the speed limit one step and “limiter slower” / “speed limiter slower” lowers it. The game binds these to the mouse wheel by default, so SET UP SYSTEMS KEYS now gives them keyboard keys when you have none.
- Voice: cruise control. “Cruise control”, “cruise” or “toggle cruise control” press your Throttle Swap Mode key (Left Alt + C by default), which swaps normal and sticky throttle. Sticky holds your speed.
- Voice: Lisa confirms is now ON by default. After a command she says a short line (“Front shields increased.”, “Next component selected.”) so you know it was sent. The first time she speaks, a notice shows how to switch it off: open HUD VOICE COMMANDER and turn off LISA CONFIRMS (or press TURN OFF NOW on the notice). New lines for stagger fire on / off, components, speed limiter and cruise control.
- Voice: stagger fire on / off. “Stagger fire on” and “stagger fire off” set the state directly instead of flipping it. Run SET UP SYSTEMS KEYS once (Star Citizen closed) and load the profile so they get their own keys; until then they press the toggle key.
- SET UP SYSTEMS KEYS covers more of what you say. It now also gives your keyboard keys to the flight assists (G-safe, ESP, stability, wind / gravity compensation, proximity assist, precision, command and core mode), repair all, scan focus, remote turrets, chat, quantum mode, guns mode and missile mode, “previous” target / hostile / friendly / in view / pinned, lock / pin / unpin target, speed limiter toggle / on / off, throttle normal / sticky, doors (toggle / lock / unlock) and cabin / running lights, but only for actions you have no keyboard key for. When your Left Alt combos run out it continues with Right Alt + key on a US keyboard. It still writes one separate profile file; it never edits your own controls.
Overlay
- Tablet: voice and hotkey. Say “tablet on” / “turn tablet on” to start the tablet server and “tablet off” / “turn tablet off” to stop it. The TABLET panel has a new PANEL HOTKEY row: set a key (for example Ctrl+Alt+T) and it opens or closes the TABLET panel from anywhere, even in the game. Tablet is a Premium tool.
- Creator Studio: kill highlights. While Studio is armed it now marks your own kills and deaths from the Game.log (never another player’s name). A clip with kills shows MAKE HIGHLIGHTS in the Library: it cuts those moments (6 s before and 4 s after each, adjustable under KILL REEL) into a new “highlights” file beside the clip and leaves the original alone. Say “make highlights” to do it for your newest clip. The YouTube chapter list ignores kills; the description gets one “Kills: 12, deaths: 2” line instead. Optional REEL LABELS burn “KILL 3” / “DOWN” onto the reel.
- Release notes after every update. The first time the overlay starts after an update or install, a WHAT’S NEW window opens with the notes for this version, so you see what changed without visiting the website. It shows once per version. Reopen it any time from LINKS > WHAT’S NEW IN THIS VERSION.
Fixed
- The overlay could close itself in game and leave the mouse unusable. A panel opening or closing at the wrong instant made the mouse check throw an error that nothing caught, and the overlay shut down while it was holding the mouse. That check now skips a panel that is not ready, and a stray error on the screen thread is logged instead of closing the overlay.
- Voice: “cycle component” and “target component” now work like “next component”.
- Voice: a pause in the middle of a phrase (for example “computer proximity assist ... on”) no longer splits it into a miss and a stray word.
- Voice: “set” is taken as “sit” (the microphone often hears the short word “sit” as “set”).
- Voice: “computer open” followed by a word it did not recognize no longer taps your Interaction key.
- Voice: “increase missiles” and “reset missiles” no longer ride on a key that other ship controls also use (G); SET UP SYSTEMS KEYS gives them their own.
- Voice: the log no longer records the title of the window in front when the game is not in focus (only the program name), and a say-one-word miss like “shields” now suggests real commands.
- Voice: a stray “open” or “press” from other speech is less likely to tap your Interaction key. In direct mode the single everyday words (open, close, press, push, activate, operate, elevator, use, interact) now need a firmer match than a normal command.
- Voice: “open logbook”, “copilot” and other words the speech model scores low are accepted at a slightly lower bar, so they stop being dropped when you say them right.
- Voice panel: the “Match foot / flight” switch is gone. It did nothing (the game gives no reliable seat signal); every command works everywhere.
Native Overlay 0.3.66
“Say What You See”
2026-10-18
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Voice
- Voice: shield faces in plain words. Say “increase front shields”, “raise rear shields”, “more left shields” (also right, top, bottom; front = forward, rear = back). Each presses your own Shield Level key for that face. “Shields reset” and “reset shields” put the levels back.
- Voice: lower a shield face. “Lower front shields” (also decrease / less) raises the opposite face, because the game has no lower key.
- Voice: stagger fire. “Stagger fire”, “staggered fire”, “toggle stagger” or “stagger” toggles staggered fire. Run SET UP SYSTEMS KEYS once and load the profile in the game first, so the key exists.
- Voice: missiles. “Increase missiles” / “decrease missiles” change how many missiles fire per salvo, “reset missiles” puts it back, and “change missiles” (or “next missile”) switches to the next missile type; “previous missile” goes back. SET UP SYSTEMS KEYS now also binds Missiles Increase Max and Reset Max, which had no keyboard key; run it once and load the profile.
- Voice: decoys and noise. “Decoys” / “launch decoys” and “noise” / “launch noise” use the game’s own names; “increase decoys” / “decrease decoys” change the decoy burst size; “panic decoys” fires the panic burst. The game has no reset or noise burst key, so there are no commands for those.
- Voice: weapon groups. “Next weapon group”, “previous weapon group”, “last weapon group”, and “weapon group one” to “weapon group four” switch your gun preset. Run SET UP SYSTEMS KEYS once and load the profile so each preset has a key. The order of groups one to four follows the game’s own preset slots; tell us if yours differ.
- Voice works only while Star Citizen is running. With the game closed the overlay ignores your microphone completely (the panel shows “waiting for Star Citizen”) and picks up again on its own when the game starts.
- Safer key setup. SET UP SYSTEMS KEYS now picks keys nothing else uses (Insert, Delete, Page Up/Down and punctuation first), never hands out keys that other programs grab (for example the NVIDIA overlay’s Alt+Z and Alt+F-keys), the game’s console key, or the scan-mode key, flags the rare key that shares a plain key, and a new profile keeps the keys an earlier one gave out (the game only keeps the last profile you load).
HUD Voice Commander
- HUD Voice Commander. The voice panel is now called HUD Voice Commander (VOICE COMMANDER in the tool menu). “Open voice” still works, and so do “open voice commander” and “open hud voice commander”.
- Command Guide. A new COMMAND GUIDE tab in HUD Voice Commander lists everything you can say in 22 numbered sections (ship power, power triangle, shield faces, weapons, missiles, decoys and noise, targeting, navigation, flight assists, mining and salvage, cockpit screens, turrets, seats and doors, on foot, views, panels and more). It shows how to start a command in your current voice mode, flags rows that need an aimed look, a key setup or a bound key, has a search box and jump links, and copies as plain text. Say “command guide” or “what can i say” to open it. The existing LIST and WHAT CAN I SAY tabs are unchanged.
- Lisa confirms (optional). A new switch in HUD Voice Commander makes Lisa say a short confirmation after a command, for example “Front shields increased.” It is off by default. The recordings ship with the app, so nothing is generated while you play, and the recogniser ignores speech while she talks so she can never trigger a command. It confirms that the key press was sent, not what the game did with it.
Build Advisor
- Build Advisor: locked guns. A gun that the game ties to one ship’s mounts (the NV57 gatling and Slayer cannon on the Tumbril Nova, the Leonids cannon and Echion on the Meteor, and similar) is no longer offered on other ships in the Build Advisor, the Loadout Bay or the ship detail pages.
- Build Advisor: every number on every goal. Fastest kill, most alpha damage, most damage per second and MIXED now all show time to kill, kill in a real fight, how long the target’s shield lasts, alpha damage, damage per second (each split into kinetic, energy and distortion) and how long your own shields last, build next to the ship as it comes. Three buttons switch the view: BASIC STATS (just the goal’s own numbers), ADVANCED STATS (everything), and COMPARE ALL FOUR GOALS (one table with the four goals side by side and the best of the four on each row highlighted).
- Build Advisor: MIXED. A new goal, MIXED: KEEP THE SHIELD DOWN, plays the fight second by second: lasers run their capacitor dry, ballistic guns overheat, and the target’s shield starts regenerating after a few seconds with no damage. It picks the mix of guns that keeps hitting the longest and shows when the shield goes down, how much of it comes back in each pause, and the longest silence. Every Build Advisor answer now also shows a “real fight” kill time next to the straight one.
Native Overlay 0.3.65
“Everyday Words”
2026-10-17
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Voice
- Voice: the everyday words now work in direct mode too. Open, close, press, push, activate, operate, press button, push button, elevator and call elevator tap your Interaction key when you say them alone, with or without the wake word (“open” at a door prompt). Panel commands such as “open blueprints” are unchanged. “Do it” stays off in direct mode.
- Voice: buy and purchase hold the Interaction key for three seconds; quick buy taps it once.
- Voice: select, go up, go down, elevator up, elevator down hold the Interaction key and click (elevator floor buttons, terminals). Aim at the button first.
- Voice: self heal (also heal self / heal myself) draws the sidearm med gun, picks self-heal and clicks once.
- Voice: get up, stand up, exit seat, leave seat work from a bed or chair, with no wake word.
- Voice: comms / open comms press the Contacts key. Engage quantum holds the left mouse button. Nav mode on/off and navigation mode use the master mode key. Settings / open settings open the Settings panel.
Lisa, hints and more
- Lisa, the assistant: say “Lisa”, “hey Lisa”, “ask Lisa” or “okay Lisa”. Answers come from rules first; yes/no replies work when she asks a question. Ship names by voice.
- Hints and health warnings: the overlay suggests voice commands for what you are doing (it learns the ones you use) and shows five plain-language health warnings. Both have switches in Settings.
- Trial ending reminder: a toast at 3 days and 1 day before a trial ends.
- Creator Studio: capture of screens wider than 4096 px uses the HEVC encoder.
Native Overlay 0.3.64
“Computer, Open”
2026-10-16
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Voice
- Plain words for “use what I am looking at”. Besides “interact”, “use” and “sit”, you can now say open, close, press, push, activate, operate, do it, press button, push button, elevator or call elevator after the wake word (“computer open”). All of them tap your Interaction key, the same as “sit”, so you no longer have to say “sit” at every door or elevator button.
- Your other commands are not affected. Each of these words works only when it is the whole phrase, so “open blueprints”, “close missions”, “open tools” and the other panel commands work exactly as before, and a longer sentence never fires them. They are not added in direct mode (no wake word), because everyday words heard from a teammate or the TV could press the key.
Native Overlay 0.3.63
“Cockpit Board”
2026-10-16
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Tablet: one board of tiles you place yourself
- New BOARD tab. Power, shields, weapons, countermeasures and your deck are tiles on one page. Four boards are ready to use: PILOT, GUNNER, ENGINEER and MY BOARD. Tap EDIT BOARD, tap a tile to pick it up, then tap another to swap places; W changes a tile’s width, X removes it, and a tray adds tiles back.
- Each tablet keeps its own boards. Set one tablet up for power and shields and another for weapons and countermeasures. COCKPIT SCREEN hides the bars, and a link such as
/#board/pilot/cockpit opens a tablet straight into a board.
- The board fits on one screen, no scrolling. It shrinks until every tile is visible (turn that off with FIT; while you edit, it scrolls normally). Fewer tiles on a board means bigger buttons.
- New COCKPIT LIVE look, and the tablet now opens in it. Glass instrument bays with corner brackets, glowing keys, softly pulsing power bars and blinking status lights. The plain HUD look and the other looks are still in the SKIN list, and a look you choose yourself is remembered.
Tablet: safer and tidier systems controls
- PANIC needs a one-second hold. The countermeasure panic button fills while you hold it and does nothing if you let go early, so a stray touch cannot launch it.
- Any mix of systems on the SYSTEMS tab. POWER, SHIELDS, WEAPONS and COUNTERMEASURES are now on/off buttons, so one tablet can show two systems and another tablet the other two. ALL still shows everything.
- Staggered fire gets a key from SET UP SYSTEMS KEYS. The setup button now also gives the STAGGER button the Backslash key (when nothing else in your controls uses it, otherwise a free Left Alt combination).
- Power: no MAX / MIN buttons. They took up space; the arrows and ON / OFF stay.
Native Overlay 0.3.62
“Settings in Reach”
2026-10-16
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Tool menu
- SETTINGS button in the tool menu footer. Next to Voice and Head tracking, a SETTINGS button is always there, in every layout, so the settings are one click away. It opens the Settings tool and closes the menu, like picking any tool.
Native Overlay 0.3.61
“Safe Keys”
2026-10-16
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Tablet: one-click key setup for the SYSTEMS tab
- SET UP SYSTEMS KEYS (TABLET panel). The tablet’s SYSTEMS tab presses keyboard keys, and several actions (the shield faces, weapon presets, missile cycle and decrease, the panic launch) have no keyboard key in Star Citizen by default. One button in the TABLET panel saves a Star Citizen control profile, “HUD Manager SYSTEMS keys”, with a free key for each action that lacks one; you load it once in the game’s keybindings, then reload the tablet page.
- It picks safe keys. Left Alt plus a digit, letter, punctuation key or numpad digit, the way GameGlass-style profiles do. It never uses F-keys, Right Alt or Right Ctrl (the overlay uses those), a key your game already uses, a modifier that is bound by itself (for example Left Shift, the afterburner), or a combination that closes or switches programs. Actions that already have a keyboard key are left alone. It writes one new file in the game’s controls\mappings folder; your own controls and other profiles are not touched, and REMOVE PROFILE deletes it.
- The tablet never presses Alt+F4, Ctrl+F4, Alt+Tab or Alt+Esc, whatever an action is bound to: those close or switch away from the game. It says so instead.
Fixed
- The power down arrows did nothing for some pilots. If you had cleared the stick button for a “decrease” action in Star Citizen (a normal setting), the app read that as “no key at all” and greyed the button out, even though the game keeps its keyboard default (for example Alt+F5). A cleared stick, mouse or gamepad slot no longer hides the keyboard key.
- GUNS and MISSILES now use your own key. Star Citizen has a “set” and a “toggle” action for guns mode and missile mode, and pilots bind different ones. Each button presses whichever has a keyboard key.
- The shield, weapons and countermeasures screens list the dim buttons and the exact Star Citizen action each one needs a keyboard key for (for example “Missiles Decrease Max”).
Native Overlay 0.3.60
“Systems”
2026-10-15
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Tablet: SYSTEMS and cockpit screens (beta)
- SYSTEMS tab on the tablet (beta): power, shields and weapons as tap graphics. POWER has Weapons, Engines and Shields columns (MAX, up, down, MIN, on/off) plus RESET POWER and MASTER POWER. SHIELDS shows your ship with an arc for each face: tap a face to raise it, tap the middle to reset, with LEFT, RIGHT, TOP and BOTTOM buttons. WEAPONS has group previous and next, presets 1 to 4, guns and missile mode, gimbals, staggered fire and aim mode, and a MISSILE VOLLEY row with − 1, + 1, RESET and previous and next missile. COUNTERMEASURES launches flares with a burst count (− 1, + 1) and a panic launch, and launches chaff (the game has no action to change how much chaff comes out).
- It presses your own keys: every button presses YOUR keyboard binding in Star Citizen, so a button is greyed out when that action has no keyboard key (the shield faces, for example, have no default key until you bind one). It works only while the game is running and ALLOW KEY PRESSES is on. The game does not report your real power split, shield levels or missile count, so the small numbers are only taps counted since the last RESET: an estimate. Still being tested in the game.
- Cockpit screens: pick ALL, POWER, SHIELDS, WEAPONS or COUNTERMEASURES to show one system on its own with bigger buttons, and COCKPIT SCREEN hides the top and bottom bars so a tablet or touchscreen shows only that system. Each screen remembers its choice, and a faded x brings the bars back. Use several tablets or screens, each with a different system; they all share the same tap counts through your PC.
- Part of the full plan: the SYSTEMS tab is hidden for free pilots, like the DECK.
Native Overlay 0.3.58
“Tool Menu”
2026-10-15
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
A new tool menu (Right Alt)
- Command Deck: search at the top, your pinned tools as tiles, group buttons (Plan, Professions, Shop, Live, Controls, Crew, System) and a tile for every tool with its own picture. Open tools have a cyan frame and a close x. Hover a tool to see what to say for it. Clicking a tool opens it and closes the menu.
- Four layouts, your choice: DECK (compact, the default), TILES (large pictures), LIST (one slim column) and FIND (search and pinned tools only). In DECK and LIST each group folds when you click its heading, and the menu remembers it.
- GLASS or SOLID: GLASS lets a little of the game show through and dims slightly while your pointer is away. SOLID is fully opaque.
Tablet
- TABLET is now a free tool. Anyone can turn on the tablet link and use the free tools on it (Ship Loadout Bay and Trade panels, and the matching website tools) in the plain default look. The rest of the tablet is part of the full plan.
- Anonymous tablet usage counts (same switch as the other usage stats): how many pilots turn the tablet on, how long it stays connected, which tabs and panels are used, and the kind of device. Counts only: never what is on the screen, a key, the link or code, or the tablet’s address. Settings has the switch to turn it off.
Fixed
- Buttons inside the tablet panels now work. Tapping a real button in a panel on the tablet (for example Allow Key Presses in the TABLET panel) did nothing; list items worked. Buttons are now pressed properly.
Native Overlay 0.3.55
“Tablet”
2026-10-15
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
TABLET (beta), in the Controls group
- See your controls on an iPad, another tablet, a Mac, another computer or a phone on the same Wi-Fi as your PC. Turn it on, scan the QR code (or type the link). Tabs: STICKS (normal and shifted), GAMEPAD and KEYBINDS (searchable). It is off until you turn it on, only devices on your own network with your link can connect, and it uses almost nothing. NEW CODE makes the old link stop working.
- DECK: big tiles that press YOUR keyboard binding for an action. Off until you press ALLOW KEY PRESSES in the TABLET panel, works only while Star Citizen is running, and never presses eject-type actions. FLIGHT, POWER, COMBAT, MINING and SALVAGE decks come ready-made; add your own, rename, reorder and pick tile sizes. Every ready-made tile has original artwork drawn for H.U.D Manager.
- Six skins (HUD, AMBER CRT, SYNTHWAVE, BLUEPRINT, STEALTH, GLASS) plus a CUSTOM look and a background photo from your tablet. LITE mode turns off glow, blur and animation for older tablets.
- LIVE tab: your zone, system, ship, recent kills, worn armor, carried weapons, spare magazines and the server you are on, with pictures.
- PANELS: 25 of the overlay’s own tool panels (Ship Loadout Bay, Build Advisor, Missions, Blueprints, Weapons DB, Compare, Mining, Trade, Crafting, Salvage, Starmap, OPS and more) run on the PC, out of sight, and are shown on the tablet. Tap, scroll and type into them with the tablet keyboard. Nothing opens over your game. The WEBSITE tab opens the website tools full screen (needs internet).
Native Overlay 0.3.54
“Setup & Ops”
2026-10-14
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
New (beta tools)
- CONTROLS SETUP: a guided setup for any controller, one question per screen in plain words: what you fly with, what is plugged in, how you play, then your layout and the button that shows your sticks on screen, plus the optional second layer of buttons (“shift”).
- OPS (Crew group): plan a group operation. Pick a type, add ships (every crew seat comes from the game files), name each seat, set readiness and boarding status, write a comms plan, tick the pre-launch checklist, then copy a briefing or a share code into Discord. Saved on your own PC: no account, no server, no voice.
- BUILD ADVISOR (Plan group): pick the ship you fly and the ship you fight, solo or with a full crew, and get the guns, shield and power plant that do the job, with where to buy each part and the cheapest listed price. The Assistant answers build questions too.
- Stick Map CARDS view (the new default): one card per control beside the picture, showing the normal layer (cyan) and the shifted layer (amber) side by side. New clean pictures of the Virpil Constellation ALPHA grip. Hold-to-keep-it-up settings for the stick diagrams, and voice for the layers (“shifted sticks”, “normal sticks”, “close sticks”).
- Virpil shift that keeps working without the overlay: a Settings switch runs the shift as its own small background program that starts with Windows.
Changed
- Head tracking is camera only: the TrackIR option and its voice commands are gone. The camera tracking works as it always did.
Fixed
- The mission tracker no longer shows on your desktop while Star Citizen is not running.
- You can type in a panel’s search box while in Star Citizen: a click in a text box now gives the panel the keyboard and hands it back to the game when you leave the box.
- Key presses could arrive late while the overlay ran (for example the run key kept running for a moment after you let go). The keyboard watcher now runs on its own thread.
- Layouts no longer remove your own joystick buttons: the layout maker keeps a button an action already has and tells you plainly which actions it left alone.
- Constellation Mk V Centaurus pilot damage figures no longer count the remote turrets; the shift helper uses far less CPU.
Native Overlay 0.3.44
“Smooth Pointer”
2026-10-14
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Fixed
- Mouse pointer stutter on slower PCs: the pointer could pause and stutter on the desktop and in menus while the overlay was running. The overlay’s mouse watcher now runs on its own thread.
Native Overlay 0.3.43
“Controls”
2026-10-14
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Controls: see your own bindings on your stick
- Stick Map draws your Star Citizen bindings on a picture of your stick, with numbered pins and lines to what each control does. Normal and shifted layers, picture or big-text list, zoom. The new Library button lets you browse every stick the app knows, with each control’s button number.
- Learn Stick works for any stick: press each control when asked and the app records the real button number. Use your own photo: press a control, then tap where it is on the photo. A guided check also tests a stick the app already knows.
- Send your stick (optional, anonymous): share the stick’s description and, if you want, a photo of your stick with your permission, so more sticks get supported. Nothing is sent unless you press the button. Photo upload goes live with a website update; until then the app tells you the photo was not sent.
- Key Map, Keybindings and Gamepad: your keyboard layout, a searchable bindings list, and the game’s controller bindings with a live press highlight. Layout (with Shift Setup and a Virpil kit maker) is the one tool that can write bindings: it always makes a backup first and has an undo.
- Built in: Virpil Constellation ALPHA grip (checked on real sticks) and Logitech Extreme 3D Pro (from a chart, not yet checked in the game; photo FreeMediaKid!, CC BY 4.0). Other sticks work through Learn Stick.
- The tool menu is organised into Free and Premium sections with foldable headers and fits above the taskbar. The Controls tools are part of Premium with the free trial. Not yet tried with a real gamepad: the Gamepad panel.
Native Overlay 0.3.42
“Say It Your Way”
2026-10-13
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Voice: your keyboard keys, your words
- A voice command now presses only a keyboard key from Star Citizen: the game’s default key, or the key you set on the keyboard yourself. It never uses a joystick or mouse binding, and the overlay never writes to your game files.
- If the game has no keyboard key for an action, the command says so (“… has no keyboard key in Star Citizen”) and does nothing else. Set a keyboard key for it in the game’s Keybindings and the voice command starts working.
- Say each switch three ways: “lights on”, “lights off”, or just “lights”. Works for power (U), engines (I), shields (O), weapons (P), landing gear (N: “landing gear up / down”, “gear up / down”), lights (L), decouple (C), flash light (T), scan / mining / salvage / refuel modes, and VTOL (K). The game uses one key per switch, so the overlay cannot know if it is currently on: saying “off” when it is already off turns it on.
- New: “E S P on” and “E S P off” (Enhanced Stick Precision). The game has no default keyboard key for ESP, so set one in Keybindings first. Also “request takeoff”.
- No more “say computer first” for power, engines, shields, weapons, VTOL and ESP. Words you changed yourself are kept; older saved commands that pointed at keys the game does not have move to the working key.
- About 30 built-in commands now follow the game’s action instead of a key typed into the command. “Max shields / weapons / engines” now press the game’s own keys (F7 / F5 / F6), which were mixed up before. Spelled-out phrases such as “E S P” are accepted at a lower recognition confidence.
- Tried in the game: landing gear, power, engines, shields, weapons, lights, scan / mining / salvage modes, decouple and request landing. Not yet verified: VTOL (needs a VTOL ship) and the effect of ESP.
Native Overlay 0.3.41
“Creator”
2026-10-12
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Creator Studio
- A new CREATOR STUDIO panel (tool menu, Live group, or say “studio”) records your gameplay with your graphics card’s video encoder. Arm it and it keeps the last 60 seconds; SAVE LAST turns the last 15, 30 or 60 seconds into a clip, RECORD / STOP records longer, and PAUSE / RESUME leaves a stretch out.
- Markers can be added with + MARK, and while armed they are added from your Game.log for contracts, blueprints, new places and ship changes. The LIBRARY lists your clips; PUBLISH suggests titles and builds a description with chapters, and opens YouTube Studio. It never signs in or uploads for you.
- Choose your own global hotkeys (none are set until you pick them; one key press does one thing) or use voice: “start recording”, “stop recording”, “pause recording”, “resume recording”, “save clip”, “mark that”.
- The recorder ships inside the overlay. It records video only (no game audio yet), and is confirmed on an NVIDIA card (Intel worked in a short test, AMD is untested). In our test, recording cost about 4% of the frame rate in one still scene; your result will differ.
Your Pace
- YOUR PACE (Live group, or say “pace”) shows your median time, number of runs and finish rate for each contract, read from your own Game.log. LOAD OLD LOGS reads the older logs Star Citizen keeps, so your history is there from day one. The game log has no payout amounts, so there is no money-per-hour figure.
Blueprints: where to get them
- The Blueprints panel now lists, for each blueprint, the contracts that can award it, with who gives them, where, the rank needed, the time limit, an estimated chance, and your own pace. Contracts the game files mark as unreleased are tagged “may not be live yet”. Data is from the 4.10.2 game files.
- Search by blueprint, contract or giver; new filters for HAVE, MISSING, NO SOURCE and families. 866 blueprints have no source anywhere in the game files, and the panel says so.
Voice
- New WHAT CAN I SAY view in the VOICE panel: every command grouped with a plain description, a “say computer first” marker where the wake word is needed, COPY LIST, EDIT and RESET. Say “what can I say” to open it.
- VTOL mode by voice (“VTOL mode”, “VTOL mode off”) and about 50 flight-mode phrases (scan, mining, salvage, refuel and quantum modes; stability, g safe, gravity compensation, proximity assist and more on/off). Most press the key you have bound to that action in Star Citizen, and the panel tells you when one is not bound.
- “Flight ready” and “landing gear” no longer need the wake word. Power, thrusters, shields, VTOL and similar still do. Voice commands work great with VR headsets (tested with a Meta Quest over a Quest Link cable); the overlay panels do not show inside a headset.
Native Overlay 0.3.40
“Hands Off”
2026-10-11
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Fixed
- Resting the mouse pointer on a panel no longer takes keyboard focus from Star Citizen. Before, a pointer that sat on a panel for a third of a second pulled focus away, so your keys stopped reaching the game until the overlay gave it back. That could happen mid-flight, for example after a mouse bump.
- The overlay now takes focus only when you ask for it with Right Alt: hold Alt for focus while the key is down, tap Alt for the tools menu, or double-tap Alt to keep the mouse. Releasing Alt returns focus to the game.
- Clicking buttons and lists on a panel still works without Alt. Typing in a text box needs Alt held while the game is in front.
Native Overlay 0.3.39
“Safer Voice”
2026-10-11
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Safer voice toggles
- Voice commands that toggle something (power toggle, power on, power off, thrusters power, weapons power, shields power, flight ready, landing gear, VTOL) now need the wake word first, for example “computer power off”. A misheard word can no longer switch your ship off. All other voice commands still work without a wake word.
- You can turn this off in the VOICE panel (TOGGLES NEED WAKE WORD).
- A small voice-actions.log in the overlay’s data folder records which voice command fired and which key it pressed, or why it was blocked, so a problem can be traced to the exact command. It stays on your PC, keeps the newest 300 lines, and holds no audio.
Seats
- The overlay now knows the moment you leave the pilot seat, because the game reports it. The hotbar switches to its on-foot deck right then, instead of guessing from the Y key.
- New voice commands “get up”, “exit seat”, “stand up” and “leave seat” hold the game’s Exit key (Y by default, or the key you have on it) long enough to leave the pilot seat. Because standing up in flight is risky, these need the wake word too, for example “computer get up”.
- New voice commands “sit” and “sit down” give the Interaction key (F by default) a quick tap, which sits you down at the seat prompt. “Interact” and “use” get the same quick tap. All four work whether or not the overlay thinks you are already in a seat.
Native Overlay 0.3.38
“Friends”
2026-10-11
This covers 0.3.35, 0.3.36, 0.3.37 and 0.3.38. Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Chat with friends
- The new CHAT panel (tool menu, Crew group) is for private friend groups. Make a group, optionally with a password, and give friends the 6-letter code. Messages show up live while the panel is open, up to 280 characters each.
- COPY INVITE puts a ready-to-send message on your clipboard (it never includes the password). MUTE hides one pilot’s messages on your PC, and LEAVE walks you out of a group.
- There are no public channels: nobody can find a group without its code. Chat is free on every plan once you are signed in.
- To share a ship build, use the inbox in the PILOT panel, as before.
Quiet alerts
- When a friend sends you a build or a request, a chat message arrives, or support replies to you, you get a short alert. If your contract tracker is on screen it is one line inside the tracker; otherwise it is a small card at the edge of the screen.
- In SETTINGS you choose the left or right side for alerts, and you can switch them off. The overlay looks for new messages every few minutes, so an alert can arrive a little after the message was sent.
Live Kit
- Weapon rows now show a real picture of each weapon instead of a drawn outline, and each armor piece has a small picture of the actual item beside its label. Pictures come from starcitizen.tools (CC-BY-SA 4.0).
- The drawn outline figure is replaced by an AI-generated picture of an armored operative. Hover a label or the figure and the matching part glows; clicking a part still opens its item card.
Updates, version and Game.log
- SETTINGS has a CHECK NOW button for updates. The tool menu footer now shows the version you are running.
- The overlay now finds Star Citizen’s Game.log wherever the game is installed: it reads the install folder from the RSI Launcher’s own log, searches every fixed drive, and also checks the TECH-PREVIEW channel.
- LIVE STATE shows a LOG line with the exact file it reads, with CHANGE to pick the file yourself and AUTO to go back to finding it automatically. The same control is in SETTINGS.
Mining and usage
- In MINING, the Ore Info tab now shows how hard an ore is to crack (from the game’s own ore records) and where it sells, with prices from the latest price snapshot.
- The overlay now keeps simple counts of which tools you use (for example voice commands, Head Track, Loadout Bay saves). Counts only: no screen content, no keystrokes, no audio. You can switch it off in SETTINGS, under Share usage stats.
Voice commands and VR
- Voice commands press the game’s keys for you, so no keyboard is needed. They work great with VR headsets (tested with a Meta Quest over a Quest Link cable).
Fixed
- The quiet chat alert skipped the very first message of a group; it now alerts like every later message.
Native Overlay 0.3.34
“Analytics”
2026-10-10
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay).
Item Analytics
- The new ANALYTICS panel ranks ships, weapons, shields, power plants, coolers, quantum drives, FPS guns and armor, with peer percentiles. It carries the same 3,212 rows as the website’s Item Analytics page.
Free plan
- On the Free plan, opening a second tool replaces the one that is open. Settings does not count. Trial and Premium have no limit, and Founding Members keep unlimited windows.
- When a tool is replaced you get a short note with SEE PREMIUM, which opens the pricing page inside the overlay.
Loadout Bay and combat numbers
- New Loadout Bay look, modelled on this site: a big ship name with its stats, a hull picture with a SLOT MAP (port, centerline and starboard columns, one tile per mount; swapped parts show in magenta), a component row, and seven pinned numbers that always stay in view. Click a tile to open its picker. The old layout is one click away (“classic view”).
- Ship loadouts, gun numbers and shields were re-checked against the 4.10.2 game records. About 60 guns and 262 missiles and bombs that were missing are now listed, with the real mount for each gun slot.
- Sequence-fire guns use their true rate, 27 guns with old-patch numbers were replaced, and Compare, Combat Sim, Showdown and VS TARGET now agree with Loadout Bay on all 279 ships.
- Part HP follows one rule for every ship, and 27 slot sizes were corrected.
Voice
- Your saved “mobi glass” phrase now matches when you say it.
- In direct (no wake word) mode, panel, tool-rail and settings commands now need open, close, show or hide in the phrase, so stray words can no longer pop panels open mid-fight.
Correction to 0.3.33
- F7C-R Hornet Tracker Mk I armor is 6,600 HP. The 0.3.33 note said 3,080; the game record says 6,600.
Native Overlay 0.3.33
“Patch 4.10.2”
2026-10-09
Download it from the Download page; if you already run a 0.3.x build it updates itself (restart the overlay). This brings the overlay’s game data up to Star Citizen 4.10.2.
Missions
- The mission list was rebuilt from the 4.10.2 game files: 2,660 missions, 32 more than before. The new ones are the RSI Discovery Month contracts (clear hostiles, refuel request, known outlaw, security sweep, defend ship and more).
Ships
- New ship: Constellation Mk V Centaurus. Hull, shield, speeds, cargo (240 SCU), turrets, guns and missile racks come from the game files. It works in the Combat Sim, Showdown and Compare. No picture yet.
- The Constellations were renamed by the game: Andromeda, Aquila, Phoenix, Phoenix Emerald and Taurus are now “Constellation Mk IV …”. The overlay uses the new names everywhere. Saved loadouts or Showdown picks that used an old name need the ship picked again.
- F7C-R Hornet Tracker Mk I armor corrected to the game’s value (3,080 HP, not 6,600).
Armor and gear
- KAP Monolith armor uses the live game values, with the new Monolith liveries and Zeus Exploration backpacks. The “PTU” tags are gone. Backpacks show their carrying capacity.
- Weapon, shield, power plant, cooler and quantum drive numbers were checked against the 4.10.2 files and agree.
Known limits
- Wikelo contracts and crafting recipes still reflect patch 4.10.1; their source has not been updated yet.
- The Centaurus has no picture, and its stealth signature and sustained DPS are blank because the game files do not contain them.
Native Overlay 0.3.32
“Out in the Field”
2026-10-09
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over when you restart). This covers everything since 0.3.28.
Logbook
- The tracker starts with the game, in the top-right corner, every time. Until you accept a contract it shows a small “Nothing tracked yet” strip. Drag it anywhere; hiding it lasts until the overlay restarts.
- A newly accepted contract opens in the Logbook by itself, and finished contracts are listed under COMPLETED (failed ones under FAILED).
- Hostile counting. Some contracts only log their kills as an unfilled counter. The Logbook now counts those, so a 3-enemy run shows 3. The number of enemies varies from run to run, so it no longer shows a fixed total. +1 HOSTILE and −1 buttons correct the count when the game log misses one.
Blueprints and Live State
- Collected blueprints show when they were collected and which contract gave them, grouped by contract, newest first. Older ones show “date not recorded”.
- Live State shows a contract’s counter lines as “mission target destroyed” instead of unfilled template text.
Wikelo, rebuilt
- Contract list and details side by side, pictures of rewards where a verified one exists, and a shopping list that adds up the ingredients of the contracts you queue (saved between sessions). The data line turns amber after two weeks.
Crafting, upgraded
- About 1,600 recipes sorted into Armor, FPS Weapons, Ammo, Ship Weapons, Components, Mining and Other, sortable by name, quickest or least bulk.
- Each recipe shows where its blueprint comes from and, when the item can be identified for certain, its stats with buttons to open it in the Weapons DB or Compare. Gems and other trade goods say whether they are on the trade market, and a click on a material opens its Ore Info.
Showdown, rebuilt
- The numbers now agree. The DPS row and the kill times use the same guns. A switch picks all guns with crewed turrets manned (like the Combat Sim) or pilot guns only.
- Ship cards with pictures, shield, armor and hull as separate rows, kill-time bars for both directions on one scale, and buttons to open the matchup in the Combat Sim.
Good to know
- The game log does not say how many enemies a contract has or how much you were paid, so the hostile count is approximate and payouts are typed in. Kill times assume perfect aim, and armor and hull times are estimates. Wikelo and crafting data reflect patch 4.10.1 and will be refreshed when 4.10.2 goes live.
Native Overlay 0.3.28
“What If?”
2026-10-08
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over when you restart). This covers everything since 0.3.27.
Combat Sim: finished
- Weapon pictures. Every gun in the table, and every what-if gun, now shows a small picture. An item with no verified picture shows none rather than a wrong one.
- Pick a what-if gun from a list. The old “+ ADD” test weapon is replaced by a drop-down of real ship guns (type to filter). Pick one and it is added to the simulation with its real damage. + CUSTOM is still there if you want to type your own numbers.
- One-line what-if result. It shows your stock kill time next to the picked gun’s, and says how much faster or slower the gun is on its own.
- Missile button clarified. It now reads SHOW MISSILE SALVO, with a note that the salvo is shown in the table but is not counted in the kill time.
Good to know
- Perfect aim: no evasion, range falloff or heat, so real fights take longer. Armor and hull times are estimates until the damage model is verified.
Native Overlay 0.3.27
“Who Wins?”
2026-10-08
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over when you restart). This covers everything since 0.3.26.
Combat Sim, redesigned
- Two ship cards, side by side. Your ship (the attacker) and the target each show their picture and key numbers. Click either card to pick a ship from a searchable list. The attacker’s stock guns load by themselves.
- One timeline bar shows where the fight time goes: shield (solid, worked out from the game files), then armor and hull (hatched, because they are estimates until the damage model is verified).
- Result tiles: SHIELDS DOWN, ARMOR DOWN and KILLED.
- Share of alpha: a thin bar under each weapon shows how much of your damage per shot it provides.
- Plain messages instead of dashes. A target with no shield or armor data gets a labelled hull-only estimate, and a target with no combat data says so.
- Click or drag the target’s shield and armor bars to set how much it has left.
Good to know
- Perfect aim: no evasion, range falloff or heat, so real fights take longer. Armor and hull times are estimates.
- The missile salvo button shows what one salvo does to each layer, but the kill time counts guns only.
- Not in the Combat Sim yet: weapon pictures in the table, drop-down pickers and a one-line what-if row.
Native Overlay 0.3.26
“See It, Trust It”
2026-10-07
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over when you restart). This covers everything since 0.3.24.
Pictures on items
- Armor Set, Weapons DB, Compare, Blueprints and Crafting now show a picture of the item. Pictures load on demand and are cached on disk, so they cost no noticeable performance.
- An item with no verified picture shows none rather than a wrong one.
Armor Set redesign
- A body map and protection pips show how much of each shot gets through for every body zone.
- A Backpack slot, with carrying capacity where the game data has it.
- The KAP Monolith heavy armor set from the 4.10.2 PTU files (tagged PTU until it is live).
- Click a body zone or a slot to open the piece list. A guns table shows how many shots each gun needs against the set.
Missions: filters, and a rebuilt list
- Filter and sort chips: system (HERE follows the star system in your Game.log, or ALL / Stanton / Pyro / Nyx), LEGAL, NO FIGHT, PAYS, and sort by pay, time or enemies.
- The mission list was rebuilt from the game files: 2,628 missions, each checked against the game’s release flags. The old list came from a wiki snapshot and included missions that do not exist in game. Anything the files do not say (for example career-contract rewards) is left empty rather than guessed.
Item, ship and mission data checked against the game files
- Names fixed: the Behring S7, S8 and S9 cannons are all called “M9A Cannon” in the game, so they now read M9A, M9A (S8) and M9A (S9). 16 racing suit and helmet names fixed, and 3 duplicate gun entries removed.
- 129 stat values corrected to the game data, including CF-557 Galdereen, Slayer, PyroBurst, WRATH, Deadbolt, Mantis, Buzzsaw, Glacis, Serac, Stellate, Allegro, GP-33 and Scourge.
- Ship guns now use the numbers for their own size, so one name shared by several weapons no longer shows another weapon’s stats.
- The two ship-specific power plants are named as the game names them, with the ship in brackets: Main Powerplant (Idris) and Main Powerplant (Reclaimer).
- If you saved a Compare pick under a renamed item, that pick is dropped and needs choosing again.
Developer test runs no longer count as users
- Usage statistics now ignore developer test runs. This does not change what normal installs send.
Good to know
- Some ships (Wikelo specials, a few colorways) have no name text in the game files. About 300 armor pieces could not be matched by name, so their stats are not verified. The Monolith set is partial and its backpack capacity is unknown.
- Mission systems are partly worked out from mission names. The mission list reflects 4.10.1 and will be refreshed when 4.10.2 goes live.
- There is no setting yet to turn pictures off. Windows only; Star Citizen must be in borderless or windowed mode for the overlay to appear on top of it.
Native Overlay 0.3.24
“Pick, Don’t Type”
2026-10-06
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over when you restart). This covers everything since 0.3.21.
Compare is now drop-downs
- No more typing names. ADD A… chooses what you are comparing (ship guns, missiles, on-foot guns, armor, shields, power plants, coolers or quantum drives) and PICK ONE lists every item of that kind with its size and damage. Click one to add it, up to four of a kind.
- TARGET SHIP and MY SHIP are lists of every ship. Each target shows its shield and armor; each of your ships shows how many guns and missiles it carries.
- Armor Set works the same way: pick a piece for the slot from a list (grouped heavy, medium, light, with damage taken, weight and price) and pick the guns to test it against.
- Every list still has a type to filter box for the long ones, but you never have to use it. The lists open inside the overlay, so they work in game.
How many shots to kill someone? (on foot)
- Compare personal guns against armor. Pick NAKED, LIGHT, MEDIUM or HEAVY armor and a distance, and see damage per shot, the damage that reaches the torso, shots to kill and time to kill for the torso and the head, and kills per magazine.
- Range falloff is in. A shotgun that does 32 damage point blank does 16.8 at 50 m, and needs 9 torso shots instead of 5. A sniper barely changes.
- Checked against published numbers. Torso kills match the published values for every gun we could check (for example 8 shots for the Vendetta, 3 for the Coda, all against medium armor). Head kills are provisional.
Armor Set (new tool)
- Build a set from a helmet, torso, arms, legs and undersuit and see the share of each shot that gets through for every body zone, the set's mass, cheapest known price and temperature range.
- Add up to four guns and see shots and time to kill against the set. USE IN COMPARE makes the whole on-foot table use the armor you built.
Fix: typing in the Assistant and search boxes
- With Star Citizen closed or not in front, a click in a text box showed a caret but typing went to another window. A click now takes the keyboard and gives it back when you click away. In game nothing changes.
Good to know
- Not counted on foot: reload, recoil, spread, hit chance, movement, bleeding and the undersuit's own protection. Every shotgun pellet is assumed to hit.
- Armor and hull seconds for ship combat are still provisional. Other panels, such as the Weapons DB, still use a typed search box.
Native Overlay 0.3.21
“Armor Matters”
2026-10-06
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over when you restart). This covers everything since 0.3.18.
How long to kill that ship?
- Pick the ship you are shooting at and the overlay shows what your guns and missiles really do to it: how long to strip its shield, burn through its armor and destroy its hull. It uses the target's real shield (resistance and absorption per damage type), armor and hull from the 4.10.1 game data.
- Armor stops weak shots. Since 4.7, armor has a per-shot threshold: a shot weaker than it does nothing to the armor or the hull. The overlay checks it per projectile (a scattergun pellet, not the whole blast) and tells you in plain words when your guns can't get through, so against a big ship small guns only strip the shield.
- COMPARE → VS TARGET. With guns or missiles in the table, type a target and see time to kill, a coloured bar (shield, armor, hull), seconds per layer, alpha and volley, rounds to kill, and how much of each gun's damage actually drains the shield.
- Missiles are counted: how many it takes to strip the shield and to kill, and what your full salvo is worth. Distortion guns show shield strip time and say they disable the ship, they never show a fake kill time.
- MY SHIP. Type your ship and COMPARE loads its stock guns or missiles and sums up the whole loadout against the target.
- Loadout Bay: VS TARGET. The first group in the calm bay: your guns on the target's layers, and its guns on your build, including the shield generator you picked. The gun pickers rank guns by what they really do to that target.
- SHOWDOWN and COMBAT SIM use the same model. Showdown says “never” (or a stalemate) when a side can't get through the other's armor; Combat Sim's strip is now Shields down / Armor down / Killed. The old “75% soft death” rule is gone.
Gun numbers brought up to date
- About a fifth of the ship guns had changed in 4.10.1 (the Mantis GT-220 is alpha 32, not 19). The Weapons DB, Live Kit, Commissary and Compare now use the current game data.
- Distortion guns show their distortion damage and a DISABLER tag.
- Guns and missiles in the Loadout Bay use separate, calmer colour palettes.
On the website
- The Combat Lab (damage sim) and the Showdown pages use the same real game data: real shields, the armor threshold, and the current 4.10.1 stock guns and missiles.
Good to know
- Armor and hull seconds are provisional. How an armor's own hit points and damage multiplier combine with the hull isn't verified yet. Shield numbers and the armor threshold are real.
- Perfect aim is assumed. Range falloff, spread, damage that bleeds through a shield, heat, evasion and missile lock or flight time are not modelled.
- A few vehicles (ATLS, Dragonfly and some variants) have no shield or armor data and can't be targets.
Native Overlay 0.3.18
“Everything Fits”
2026-10-06
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over when you restart).
The new Ship Loadout Bay
- A calmer layout. Four numbers stay pinned at the top: DPS, shield, missile damage and the cost of what you changed, each with an arrow against the stock ship. Everything else is one line per group (Offense, Defense, Power, Systems, and Industrial on mining and salvage ships) that you open when you need it. A STYLE switch flips between CALM and the old CLASSIC dashboard, and your saved parts carry over.
- Turret map. One box per turret, one tile per gun, so a mixed turret is visible at a glance. Click a tile to change that one gun, or a box to edit the whole turret (copy gun 1 to all, best DPS for all, reset). Only guns that fit the slot are offered, best first, with prices, and a line shows the mount a gun sits in and the gun sizes it holds.
- Missile racks you can swap. Each rack shows its ports and the missile size each port holds. Pick a different rack (only racks that fit that hardpoint and are not locked to another ship are offered; locked ones can be shown greyed with the ship they belong to) and pick a different missile for every port.
- Shopping list. Every part you changed, grouped by where to buy it, with a total. Sell-back values are not on file yet.
- Power plants, shields, coolers, quantum drives and flight controllers open a list of parts that fit, with the numbers and prices that matter.
- New tutorial: a written guide on the Loadout Bay and a narrated video.
Fixes
- Turret ships showed far too many guns. A Hammerhead was counted as 24 turrets and 96 guns (about 78k DPS); it is 6 turrets and 24 guns (about 19.6k DPS). This was also wrong in the old dashboard. Saved turret choices from earlier versions still load.
- Arrester III and a few other missiles had no damage numbers; they do now.
Not in the Loadout Bay yet
- Swapping the gun mount itself, bombs, countermeasures and sell-back values.
Native Overlay 0.3.17
“On the Map”
2026-10-05
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over the next time you restart it).
Star Map and Trade
- See a trade route on the Star Map. Press SHOW ON MAP on a haul in Trade (including the advisor’s best-move card), on a saved plan in the route builder, or on a Logbook run. The Starmap opens with numbered checkpoints joined by arrows, and a list under the map of every stop and what to do there. CLEAR ROUTE removes it.
- Cities such as Area 18 or Lorville sit on their planet, and the route list says which. A leg into the other system is listed but not drawn.
Fixes and removals
- Share links to the website now open with the right gun in the weapon dropdown.
- Starting a second copy no longer crashes, and can no longer wipe your Session Recap.
- Strike Groups, Org Ops, Comms and Orgs are gone from the tool menu, voice commands and the assistant.
Native Overlay 0.3.15
“Quiet Exit”
2026-10-05
A small fix release. Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over the next time you restart it).
Fixes
- Starting a second copy no longer crashes. If the overlay was already running and you launched it again, you got the “already running” message and then a Windows crash report as the extra copy closed. It now closes quietly.
- A second launch can no longer wipe your Session Recap. The saved recap is only written by the copy that is actually running.
Native Overlay 0.3.14
“Next Move”
2026-10-05
Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over the next time you restart it).
Trade advisor
- ADVISOR on NEAR ME. Set where you are and pick your ship, and it recommends one best next haul plus a few different alternatives. Tap the card for plain advice: what to buy, where to sell, profit per trip and per hour, and a confidence rating based on how old the price quotes are.
- FROM GAME sets your location from where the game says you are; FOLLOW keeps it in step as you fly.
- Prices updated to 5 October, and the overlay now starts on the newest prices it has.
Ship Loadout Bay
- COMPARE buttons on every part and alternative: shields, power plants, coolers, quantum drives, missiles and guns side by side. Pick a target ship and gun numbers use that ship’s real shields, armor and hull.
- Share with the website: WEB LINK exports your loadout as a hud-manager.com builder link, and IMPORT now reads those links too.
- TEST IN SHOWDOWN and ASK ASSISTANT buttons.
Weapons DB and Session Recap
- Weapons DB has new tabs for missiles, shields, power plants, coolers and quantum drives, and lists more ship guns (gatlings, scatterguns, mass drivers, rockets).
- SESSION RECAP is a new panel built from the game log: time played, kills, deaths, contracts, rewards, places and ships. Copy it as text or save it as a picture; it is kept between runs.
Corrections
- Gun numbers checked against the wiki for 4.10: Leonids Cannon, the Sledge and Strife mass drivers, Tormenter S3 and the Destroyer Mass Driver now show their real rates. Every stock missile now has numbers.
Native Overlay 0.3.5
“Heard Right”
2026-10-04
A small fix release for voice. Download it from the Download page; if you already run a 0.3.x build it updates itself (it checks when the overlay starts, downloads in the background, and switches over the next time you restart it).
Voice
- No wake word mode is less strict. Version 0.3.4 dropped some real commands, especially longer or less common ones such as “blueprints”, “head track” or “sidearm”, when the microphone was a little unclear. 0.3.5 accepts them again. A command still fires only when what was heard is exactly one of your command phrases, so room chatter and half-heard phrases are still ignored.
- If you use a very sensitive microphone and commands still get missed, lower the Gain slider in the Voice panel.
Native Overlay 0.3.4
“Quit Cleanly”
2026-10-04
Download it from the Download page; if you already run a 0.3.x build it updates itself. This release builds on 0.3.0 (free 14-day trial of every tool, then Ship Loadout Bay, Trade, Media and the Pilot portal stay free) and tidies up how the overlay starts, quits and listens.
Quit and tray
- A QUIT button on the tool menu. Click once and it asks “SURE?”, click again within 4 seconds and the overlay closes completely. Two clicks, so a stray click in the game can’t close it.
- A proper tray icon with a “running” line and Quit, instead of the generic Windows icon.
- The small “running” label in the top-left corner of the screen is gone. It sat on top of desktop icons.
Voice
- No wake word mode is stricter. A command fires only when what was heard is exactly one of your command phrases, spoken clearly. Half-heard phrases, extra words and room chatter are ignored. Turn on Voice debug in settings to see what was heard and why it was accepted or ignored.
- One-click voice model download the first time you turn Voice on, and on/off buttons for Voice and Head Tracking in the tool menu footer.
Head Tracking
- It follows the largest face in view (yours) and ignores people behind you.
- A low frame rate warning. If your webcam is capped under about 20 fps, an amber line in the Head Tracking panel says so. The usual cause is the camera’s low-light compensation: turn it off in the camera’s own app (Logitech: Logi Tune).
Fixed
- Quit from the tray menu now fully ends the overlay.
- Open Tool Rail in the tray menu no longer shows an error.
- Signing in during a session updates your membership straight away; no restart needed.
Windows only. Star Citizen needs to be in borderless or windowed mode for the overlay to appear on top of it. Head Tracking needs a webcam that holds 30 fps. The Windows installer is signed.
Native Overlay 0.2.10
“Stay in the Game”
2026-10-02
The new native Windows overlay is out. It was rebuilt from the ground up and floats over Star Citizen with the tools from this site. Download it from the Download page; if you already run a 0.2.x build it updates itself. This release is about keeping you in the game: links open over it, the mouse stays with the game until you ask for it, and panels get out of the way.
Stay in the game
- Links open in the overlay’s own browser window, over the game. The Links panel, mission walkthrough videos and strike group links no longer send you to your default browser.
- An “Also try” strip sits at the bottom of Ship Loadout Bay (Erkul, Fleetyards, the Wiki, Reddit) and Trade (UEX, SC Trade Tools, Reddit). Erkul opens on its calculator, in a window wide enough to show the full layout.
- Media’s POP OUT opens in the same in-game browser instead of a separate window.
- Hover any site link to see it is a third-party site, not run by H.U.D Manager.
Keybinds
- “What is the key for X?” Search Star Citizen’s actions by name, category or key.
- It reads your own bindings from the game’s settings file when it can find it, tags the ones you changed (Yours) and the ones you cleared (Unbound), and falls back to the default keys when it can’t.
- Wrong or missing file? Paste the path to your settings file or game folder and the panel uses that instead. Keybinds only reads; it never changes your bindings or the game.
Panels
- Embedded look. No frame, just a dark glass pane whose edges fade into the game. Outlined and Blended are still there (Settings, Panel look).
- Resize from any of the four corners. The corners light up while you hover or drag.
- Trade details open on the right. Click a route, a commodity or any row and its details open in a pane beside the list instead of one line at the bottom. In a narrow panel the pane slides over the right part of the list; the cross closes it.
The mouse and the hotbar
- While Star Citizen is steering, panels no longer show the Windows pointer or catch clicks. Right Alt gives the overlay the mouse; let go and the game has it back. Menus and any time the game shows its own pointer work as before.
- The on-screen hotbar is off by default because it fired keys you already have bound. Settings has a switch if you want it, and the HOTBAR editor only appears in the tool rail once it is on.
Anonymous usage stats
- On by default, with a one-time notice, and one switch to turn it off (Settings, “Share anonymous usage stats”). It sends a random id, the app version, the Windows version, how long the overlay and the game ran, and counts such as how often a panel was opened. Never names, keystrokes, chat, game logs or files. Turn it off and nothing is counted or sent.
Windows only. Star Citizen needs to be in borderless or windowed mode for the overlay to appear on top of it. The Windows installer is signed.
Site v7.76
“Tool Rail”
2026-09-27
The overlay updates to v1.12.54 — the radial wheel is replaced by the Tool Rail, panels are slimmer and lag far less over Star Citizen, the new Live Kit shows what you’re wearing, the hotbar is back where you left it, and Media now plays YouTube and Twitch for every game.
The Tool Rail replaces the wheel
- Every tool and every Control Center switch in one rail, grouped by category. Open it from the hotbar’s TOOLS button — it pops up right at the button — or with Right Alt. It stays out of the way while you fly and closes as soon as you pick something.
- Make it yours. Drag tools to reorder them, pin, hide, rename and recolor them, and add your own categories. Your layout is saved separately for each game.
- The radial wheel is retired. EverQuest keeps its spell gem rail.
Media: one player for YouTube and Twitch, for every game
- Watch anything. Search YouTube for any video, or paste a YouTube or Twitch link and it plays.
- Pick the game. Media starts on the game you’re playing; switch to Star Citizen, EverQuest, Guild Wars 2, Elite Dangerous or any game. Categories and Twitch follow your choice.
- Twitch built in. Live streams for your game, the top categories right now, channel search, past broadcasts, and chat beside the stream.
- Up Next, Saved and History work across both platforms — the next video starts on its own. Your old saved videos carry over. Browse, Theater and Mini layouts.
Live Kit: your gear and server, live from the game
- What you’re wearing, as you equip it. Every armor piece with the damage it lets through and its temperature range, your weapons and loaded magazine, and the spares clipped to your armor — read straight from Star Citizen, nothing to enter.
- Low-ammo warning. If there are no spare magazines on your armor for a gun you carry, Live Kit says so.
- Server tab. Your region, the shard you’re on (with a copy button for your org), how long you’ve been on it, where you are and your quantum target.
- Find it on the Tool Rail under Missions & Live.
Slimmer panels
- Panels are now just their content. The title bar and bottom bar are replaced by one thin strip with the panel name and a close button; hover it for lock, size, opacity and the rest. Web-browser panels keep the full frame for their address bar.
- Tools you added since customizing your Tool Rail now land in the right category instead of a catch-all “More”.
Less lag over Star Citizen
- Star Citizen can keep your graphics card around 95% busy, and every overlay window had to queue behind the game’s frames. Panels now share one overlay layer instead of each being its own window, so they no longer queue up one by one.
- Hover effects are instant inside the overlay. Moving the mouse across a panel used to repaint it about 92 times a second; it’s now about 14. The look is unchanged.
- Panels you aren’t using pause their animations while the game runs, and panels open faster.
- The Co-Pilot orb is hidden by default — a visible orb could make typing lag across the whole PC.
Hotbar
- Right Ctrl + 1–9 fires your hotbar slots again.
- The hotbar could vanish a week after your subscription was last checked — along with other Premium features — until something happened to re-check it. The overlay now re-checks when it starts and every 6 hours.
- Starting the overlay after you’d been in the ‘verse for a while left you with no hotbar. The overlay looked for your spawn in only the last part of the game log, and after about half an hour it had scrolled out of reach. It now searches the whole log.
- The hotbar always stays fully on screen instead of sliding under the taskbar.
The overlay updates itself on next launch. Windows installer is signed; Linux ships as an AppImage.
Site v7.71
“True North”
2026-09-24
The overlay updates to v1.12.40 — two in-game bugs that had no visible error message, both root-caused on a live machine rather than guessed at.
The wheel could open on a monitor you weren’t looking at
- On multi-monitor setups, pressing the wheel key could do nothing. Star Citizen’s mouselook uses relative mouse input and never re-homes the real Windows cursor, so the cursor could sit stranded on a second monitor for an entire play session — left over from before you alt-tabbed in. The wheel opened exactly where that stranded cursor was, off-screen, with no error and no hint why. It now checks whether the cursor is actually within the game’s own monitor before trusting it, and opens centered on the game’s monitor when it isn’t.
Co-Pilot could stay silent for the rest of a session
- If the overlay restarted while you were already in the ‘verse — a crash, an update, a manual relaunch — Co-Pilot and voice could stop auto-starting for good. The overlay only knew you had spawned by watching for the spawn marker as it went by live in the game log; once that moment had passed, a restarted overlay had no way to know you were already in the world. It now scans back through the log on restart to find your most recent spawn, so Co-Pilot and voice resume immediately instead of waiting for a spawn that already happened.
The overlay updates itself on next launch. Windows installer is signed; Linux ships as an AppImage.
Site v7.70
“Open Panel”
2026-09-16
The overlay updates to v1.12.37 — the first public build since 1.12.28, carrying nine versions of work. Links now stay in the game instead of throwing you to your browser, the overlay chrome finally matches the tools it frames, and a run of EverQuest tracking bugs that were quietly recording nothing have been fixed.
Links stay in the game
- Clicking a link in the overlay no longer drops you into your browser. It opens as an always-on-top panel over the game, so you read it without alt-tabbing out of a fullscreen session. Two separate faults were behind this: the panel-versus-browser decision was only ever active under EverQuest, so Star Citizen always escaped to the system browser — and links clicked inside an already-open overlay browser panel were never handled in any game, because that panel runs the page in its own process the main window could not see. Both fixed.
The overlay matches the tools it frames
- The chrome is retoned to the instrument palette — amber, brass and steel on warm near-black. The tool pages moved to that palette a while back, but they render inside the overlay panel, so every tool was opening with a cold blue frame wrapped around warm content.
- The wheel has real depth now. Each wedge runs near-black at the hub out to full colour at the rim instead of a single flat fill, and wedges push outward under your cursor. The label naming the wedge you are pointing at moved into the centre of the wheel — it used to sit well below the ring, nowhere near the thing it was describing.
- Small text is legible again. The display font was being used down to 7px, where its letterforms close up over a bright game scene. Anything under 11px now uses the monospace face instead.
EverQuest tracking — four silent failures
- Named deaths were invisible to the respawn tracker. The death pattern only matched mobs whose names begin with “a” or “an”, so proper-named rares never registered at all. And a kill by anyone but you stopped short before logging the sighting — in a group the killing blow is usually someone else’s, so the nameds you were actually camping were exactly the ones being missed.
- Respawn measurement was storing nothing. A live tracking store with 4,678 sightings and 334 drop tables held zero respawn entries, across a session with ten named deaths. It records properly now, and re-reads your existing log to backfill every respawn already sitting in it.
- Drop counts were multiplied by how many times you had restarted. Each launch re-counted every drop ever looted, so totals came out as neat multiples — one mob reported 43 drops of an item off 11 kills. Drop tables are now rebuilt from the log each time rather than piled up across runs, so they cannot drift again.
- HUNT was recommending mobs from a zone you had left. Kills were ranked by level but not by zone, so the list spanned everywhere you had been that session. It now ranks within the zone you are standing in.
EverQuest — new in this build
- Respawn times measured from your own log. The community wiki publishes a respawn for only about one named in ten. When a named dies the overlay remembers it, and the next time it acts — casts, speaks, swings — it plainly exists again. Every reading is an upper bound, so the estimate is the shortest seen and tightens each time you camp. Checked against a named that does have a published time: measured 8.8 minutes against a published 8:50.
- Drop tables built from what you actually looted — this character, this server, this patch, rather than a wiki claim. Also catches a loot format that was never being matched, which happens to be the exact shape a named’s drop arrives in.
- Camp Log — a live feed of kills, drops and named deaths, newest first, so “what just dropped” does not mean going looking.
- Zones name themselves. Bind a key to a
/who social and, on entering a zone the map does not recognise, the overlay asks the game once and remembers the answer permanently. Guessing the mapping was right barely half the time and was most confident exactly where it was wrong.
The overlay updates itself on next launch. Windows installer is signed; Linux ships as an AppImage.
Site v7.57
“Wet Wing”
2026-08-26
Star Citizen Alpha 4.10 “Siege of Orison” is live on the PU. Every “verified against” claim on the site now reads 4.10, two new tools cover mechanics the patch introduced, and we went through the patch looking for changes CIG did not announce — there was a big one. ⏵ See everything 4.10 added →
4.10 halved the fuel in your tanks — and then some
- Hydrogen capacity was rescaled across 157 hulls, by a median factor of about five and far more at the top. The Idris dropped from 6,400 SCU to 59.8. The Starfarer went from 652 to 32.1, the Polaris from 1,100 to 58.8, and an Avenger Titan now holds 0.8 where it held 4.5. CIG did not call this out, and it is the single biggest balance change in the patch.
- Every fuel figure published before this patch is now wrong by somewhere between five and a hundred times — ours included. Our Refuel Ops page has been corrected, and the calculator reads only from the 4.10 client.
- We checked the rest of the patch for silent changes too. Weapons, ship hulls and cargo grids are untouched: 645 weapon records and 324 hulls compared attribute by attribute against 4.9, with no balance movement. The only weapon change is a nerf to world-placed laser trip mines.
Every quantum drive was rebalanced
- All 57 drives changed speed, cooldown and spool-up in 4.10, and our numbers were from May. The FoxFire was listed at 168 million and actually runs at 263 million — we were understating it by 57%. Corrected everywhere drives are shown: Loadout Bay, loadout pages and Quantum Fuel.
- It is a rebalance, not a blanket buff. Most drives got faster — the LightFire by 71% — but the Beacon and Colossus were cut. Worth re-checking the drive on anything you fly long distances.
- Fuel pod capacities were wrong too, for the same reason the tanks changed: the records were cut but the in-game descriptions were not. A Gargant advertises 24 SCU and holds 12.4. The Refuel Calculator now reads capacities from the records.
New tool · Refuel Calculator
- How long a fill actually takes, by ship and by nozzle. Pick a hull, pick a nozzle, drag from your current fuel level to where you want it, and get hydrogen and quantum transfer times separately. ⏵ Open the Refuel Calculator →
- Flow rates are CIG’s own numbers, read out of the client rather than estimated. Only three nozzles are named in 4.10 — the Norfield, the Harkin and the Starfarer’s RN-7s — and the calculator ranks all three for whatever transfer you have set up.
Refuel Calculator · fuel pods
- Pods are now modelled, not just nozzles. Refuelling has two halves: the nozzle sets a base rate, and the pod both carries the fuel and multiplies that rate. All eight named pods are in, so you can see the real trade — Stor*All’s GSX-EX holds the most at 16.8 SCU but flows at 0.45×, while Shubin’s Nemec is the fastest at 2.15× and still holds 16.
- It tells you when one pod will not cover the job, and how many you would need.
New tool · Claim Timer
- Whether expediting is worth the fee, for all 216 hulls in the game files. 4.10’s insurance rework put a real delivery timer on ship claims, so the question stopped being academic. ⏵ Open the Claim Timer →
- Expediting never removes the wait. Every hull keeps a mandatory floor you serve regardless, so the fee only buys the gap between the two — the tool prices that gap per minute saved so you can weigh it against what you earn per minute on the ground.
- A live countdown you can start when you file the claim, and a sortable table of every hull’s standard wait, expedited wait and fee.
Insurance ROI, corrected for 4.10
- Pick your ship and the claim figures fill themselves in. Standard wait, expedite fee and time saved now come from the actual hull record instead of you guessing at them — the fee field used to default to a flat 50,000 aUEC for every ship in the game.
- It no longer tells you LTI makes claims instant. The old model treated Lifetime Insurance as a zero wait. Since 4.10 every hull serves a mandatory floor no tier and no fee will clear, so the tool now shows that floor and caps the saving at what expediting can actually buy.
S-65 Stingray
- Kruger Intergalactic’s medium fighter is in the catalogue. It shipped with 4.10 after being pulled from the first test build entirely, and this is the first patch where it has ever had a hull. Its default fit is read straight from the client: four bespoke Whiptail STR-E2 S2 repeaters, two Axiom L-22 S4 repeaters, and eight Tempest II missiles across two racks. Single seat, no cargo grid, 3.6 SCU of hydrogen.
- Its performance numbers are blank for now, on purpose. Speed, mass, hull and shield strength come from a community database that has not published Stingray figures yet, and we would rather show you nothing than show you a guess. The loadout, components and claim times are all verified against the game files, and the blanks fill in as soon as real numbers exist.
Mining modules
- Clearcut, Deluge and Overrun are in the module list with CIG’s own figures — Clearcut at +15% laser power and +30% optimal charge rate over 30 seconds, Deluge and Overrun trading extraction power for resistance.
Site v7.51
“Siege of Orison”
2026-08-25
Star Citizen Alpha 4.10 “Siege of Orison” is on the PTU and expected on LIVE shortly. We have datamined the PTU client so the site is ready the day it lands. ⏵ See the full 4.10 preview →
What’s coming in 4.10
- The Kruger S-65 Stingray is finally shipping. Its parts have been sitting in the game files for a patch and a half with no ship attached to them, and it was pulled from the game entirely in the first 4.10 test build. This build gives it a real hull for the first time, in two weapon fits, along with a bespoke S2 repeater, a gimbal mount, twin S4 missile racks and four liveries.
- Siege of Orison returns, and the Nine Tails brought their A-team. The single generic ground-combat enemy is replaced by five elite archetypes — CQC, juggernaut, sniper, soldier and techie — plus five named bosses who cannot be stunned.
- A new story arc out of Levski for the People’s Alliance, against a faction called the Moraine.
- The Arlington rifle from newcomer Hedeby Gunworks, a lever-action ballistic in three finishes, with a matching Myers 4× scope. Three sniper-glint underbarrel attachments also appear — scope glint looks set to become a real counter-sniping mechanic.
- Refuelling gear becomes a fitting choice. Fuel nozzles are an entirely new item category that did not exist in 4.9, and each has its own flow rate.
- New mining and salvage modules, two ore pods, fifteen new armour pieces, and nine liveries including pirate colours for the Basher, Clipper, Ironclad and Shiv.
Site
- A 4.10 preview page at What’s Coming · 4.10, built straight from the datamine rather than typed by hand. Every stat shown is CIG’s own in-game tooltip text, and the page stamps the exact PTU build it was generated from so it can never look fresher than it is.
- New gear is staged but hidden until 4.10 actually reaches LIVE, so nothing on the site starts claiming items you cannot buy yet.
Fixes
- The site had been claiming “Alpha 4.8” since 4.9 shipped. The patch number was written into twenty different files by hand, so it was never all updated at once. It now comes from one place and moves everywhere the moment a patch goes live. Statements about when a feature was introduced were deliberately left alone — Tactical Strike Groups really did arrive in 4.8.
Site v7.44
“Spell Gem”
2026-08-21
EverQuest · Named tracker
- Respawn timers that measure themselves — the community wiki publishes a respawn for only about one named in ten, so most of what you camp has no published answer. The overlay now works it out from your log: when a named dies it is remembered, and the next time it acts — casting, speaking, swinging — it plainly exists again. Every reading is an upper bound, so the estimate is the shortest one seen and tightens each time you camp. Checked against the one named nearby that does have a published time: measured 8.8 minutes against a published 8:50.
- What it actually drops — your log names the corpse every item came off, so each named now carries the drop list you have personally seen, with counts. That sits above the wiki list, because it is proof rather than a claim, and it is this server on this patch.
- The panel is spell gems now — EverQuest greys a spell gem and refills it as the spell recharges, and a named coming back is the same idea, so that is how it is drawn. The ring fills toward the respawn and the number sits inside it. Colour says where the number came from: gold for published, cyan for measured here, magenta when it is up.
- It tells you, rather than waiting to be read — a banner names anything that is up, once, and goes quiet again until you kill that mob. Killing a named you have a timer for raises its gem on its own.
- Only what is in front of you — the panel used to list every mob you had ever killed, which buried the handful that mattered. It now shows nameds in your current zone, soonest first. Instanced zones count as the zone they are in.
EverQuest · Fixes
- Named kills were never being recorded at all — two faults, either one enough on its own. The death line was matched only when the name began with “a” or “an”, which no named ever does, and a kill landed by anyone else in your group was discarded before it was written down. A respawn timer cares that the mob died, not who killed it.
- Upgrade drops were invisible — looting an item that combines into a better one is written differently from an ordinary drop, and that line was never read. It is the shape a named’s drop usually arrives in.
EverQuest · Field Map
- Zones name themselves — bind a key to a
/who social and, on walking into a zone the map does not recognise, the overlay asks the game once and remembers the answer for good. Guessing the map file from the zone name was right barely half the time and was most confident exactly where it was wrong, so it asks instead.
Site v7.36
“Waypoint”
2026-08-21
Star Citizen · Overlay
- LINKS on the wheel — a new spoke on the radial wheel opens UEX, Erkul, Fleetyards, SC Trade Tools, the SC Wiki and RSI in the overlay’s own browser. The page behind it already existed but could not be reached from the wheel or the app switcher, so in practice it was invisible. Free, like the rest of the reference pages.
Star Citizen · Website
- The back and forward arrows work everywhere now — the ‘‹’ and ‘›’ buttons at the top of a detached overlay panel did nothing on most pages, and on a few they jumped back two steps instead of one. They had been wired up page by page, so whether they worked came down to which page you happened to be looking at. They are now handled in one place and behave the same on all 114 pages — Ship Loadout Bay, Damage Sim, Showdown, Star Map, Crafting and the rest.
- Opening a panel straight onto a page no longer strands you — with nowhere to go back to, the arrow used to sit there doing nothing. It now returns you to whichever page launched it, or to that game’s hub.
EverQuest · Zone Intel
- What drops here, and off what — a new page answering the question the in-game map cannot: for the zone you are standing in, which NPCs drop which items. 143 zones and 4,688 entries, datamined from the client. PIN TO MAP writes the spot into EverQuest’s own map file, so the marker shows up in the game rather than only here.
EverQuest · Field Map
- The map was blank in most zones — zone names were never being matched to the game’s map files, so there was nothing to draw. Now verified against the client’s own maps, which also caught two zones pointing at entirely the wrong map.
- Your position on the map — the marker can now follow you, by tapping a
/loc key you bind yourself, only while EverQuest is the active window. This samples your position periodically; it is not live tracking, and nothing reads the game’s memory.
- A trail of where you have been — the map now draws your route through the zone, fading from faint where you started to bright where you are. A long camp reads as a dense knot and the walk in reads as a thin thread, so you can see at a glance where the time actually went. Standing still does not count as a step, and a long pause breaks the line rather than drawing a route you never walked. Turn it off with the Trail button. It clears when you zone, since the coordinates mean nothing anywhere else.
- Nameds you killed stand out — a kill pin for a named mob now carries a gold ring, the same gold the zone’s known named spawns already use. In a camp with hundreds of pins on it, the rare you actually got is the one thing you want to find again.
EverQuest · Spell gem rail
- A gem rail instead of the wheel — EverQuest gets a brass spell-gem rail in place of the radial wheel: eight gems plus the spellbook, sized to the game’s own UI. Drag it, pin it, stand it upright, resize it.
EverQuest · Live panels
- Buff timers that know the real duration — durations come from the game’s own spell table rather than being learned from play, which had no way to tell a buff from a debuff. Buffs are identified by what landed on you, not by what you cast.
- Fights, respawn timers and alerts — per-fight breakdowns, respawn tracking, and alerts on log lines you choose.
- Target board and group buff board, and group damage read from the log.
- Reads your
/outputfile dumps — inventory, spellbook and the rest, so the panels know what your character actually has.
- Progression ladder and Items — a 1–50 zone ladder with drop tables and travel directions taken from the game’s own map exits, and class filters on the spell list.
EverQuest · Fixes
- Panels take their own clicks, links from a panel open in a browser panel, and the Items page back button works.
Site v7.19
"Mixed Battery"
2026-08-18
Star Citizen · Ship Loadout Bay
- Every gun set individually — a turret used to be a single choice: pick a weapon and all four barrels got it. Now each barrel is its own row with its own picker, so you can run two Deadbolts and two CF-337s in the same turret. Mounts holding more than one weapon are marked MIXED, and there is a SET ALL button for when you do want them matched. This came from a pilot testing loadouts on a Starlancer TAC who found the build simply could not be expressed.
- Mixed builds survive leaving the page — saving, exporting and sharing now carry the weapon in every mount rather than collapsing the mount to whatever sat in its first barrel. Mount type (fixed, gimbal, MGA) is kept too, which nothing had been storing.
Star Citizen · Fixes
- Total DPS was wrong on any mixed mount — firepower was worked out as the first weapon multiplied by the number of barrels, so a turret holding two different guns reported a number that was never true. It now adds up each barrel on its own.
- Share links never worked — the SHARE button on the loadout page failed the moment it was pressed and reported only a generic error, so no build has ever produced a link. Fixed, and a shared link now restores the whole build: every gun, components, power and mount type. Links made against a ship whose hardpoints have since changed load as far as they fit and tell you so instead of loading something subtly wrong.
- AI Assist on the loadout page was failing before it asked — the same fault stopped it building its picture of your ship. It also had the slot labels and sizes empty in everything it did send, so advice was working from less than it appeared to.
Star Citizen · Overlay
- H.U.D Manager on the Co-Pilot wheel — a new group opens Home, Ship Loadout Bay, Fleet, Pilot and What’s New in the overlay’s own browser, alongside the existing links out to the community sites. No alt-tab.
EverQuest · Spells
- Filter the spell list by class — a row of class buttons across the top of the Spells page, so you can drop 11,567 spells down to the ones your character can actually cast without typing anything.
Site v7.17
"Norrath Deep"
2026-08-14
EverQuest · Live panels
- Buffs and debuffs, with real timers — every buff running on you, counting down from the length the game's own spell table gives, so a buff shows its true duration the first time it lands. Buffs cast by your cleric or shaman appear too, not just the ones you cast yourself. A matching debuff panel tracks what you have landed on your target.
- Target — what you are fighting, its level, and every debuff you have on it with the time left. EverQuest never writes "you targeted X", so the target is worked out from the last thing you acted on, with a
/consider winning over a hit.
- Group — who is with you and what buffs each of them is carrying. The bar under each name is buff coverage: how close the group is to losing one. There are no health bars, because the chat log never reports another player's hit points — and a made-up bar during a bad pull is worse than none.
- Fights — every encounter with damage dealt, damage taken and duration, now including who did what: your whole group ranked by contribution. Healers also get overheal, the share of healing the target could not use.
- Respawn — watch a mob and its clock starts at your next kill. When it dies again you are asked whether that was a fresh spawn, because only you know if you were standing there. Nothing is guessed from how fast you kill.
- Alerts — triggers that watch the log and fire the moment a line matches, on screen and spoken aloud. Everything stays on your machine.
EverQuest · Reference
- Spells by class — 11,567 spells a character can actually cast, each with the real level for every class that gets it. Filter by class, by level, by beneficial or detrimental, and search names and descriptions. My Book narrows it to spells your own log has seen you cast.
- Wiki — search the EverQuest Legends community wiki without leaving the game, plus the official patch notes, news and support links in one place.
- Videos — guide, leveling, class, raid and gear searches on YouTube, opened in your browser.
- Inventory — what your character actually owns, read from the dump the game writes with
/outputfile inventory, with every item linking to its stats.
- Progression now shows mob levels you have seen yourself, taken from your own
/consider lines — real observed data next to the community level bands.
EverQuest · Fixes
- Loot was being under-counted — the game writes notable drops in a second format the reader did not recognise, losing about one loot line in twenty, and skewed towards exactly the drops worth knowing about. Motes in particular were being missed.
- Overheal was being discarded — heal lines carry both what landed and what was attempted, and only the first half was read.
- Buff names were wrong — spell ranks share the same "you feel…" message, so a 27-minute Clarity could display as a two-hour spell the character has never owned. The rank you can actually cast is now chosen by class level.
Site v7.00
"Lorekeeper"
2026-08-14
EverQuest · Item lookup
- Real item stats, not someone's best guess — a new Items page on the EverQuest wheel reads straight from the community wiki that EverQuest Legends players actually maintain. Search any item and you get its slot, armour class, stats, resists, weight, click and proc effects, which classes and races can equip it, and every zone and mob it drops from.
- Every item says where it came from — each card links back to the exact wiki page behind it, and tells you whether the numbers were fetched live or served from our cache. Nothing is presented as fact without a source you can go read yourself.
- The Progression page now links into it — item names in the 1–50 zone ladder are clickable. Click one and you go from "this drops in Crushbone" to the full stat block and every other place it drops.
- It corrected us twice on day one — Ghoulbane is Paladin-only, not Warrior/Berserker/Shadow Knight, and the Dragoon Dirk is not a Monk item at all. The Dirk also turns out to drop across eight zones rather than the one we had listed. Both entries are fixed, and where the two sources disagree the wiki now wins.
- Why this took a wiki — EverQuest Legends keeps item data on its servers, not in the game files, so there is nothing to read out of the client. Players building a shared reference is the only way this data exists at all, and it deserves to be credited rather than quietly absorbed.
Site v6.99
"Norrath Road"
2026-08-14
EverQuest · Progression & Gear
- A route from 1 to 50, and the gear worth stopping for — a new Progression page on the EverQuest wheel lays out sixteen zones from the tutorial through Plane of Sky, each with the drops that make it worth your time: which item, which mob, and which classes can actually equip it. Around ninety drops in all.
- Set your level and the route lights up — drag the level slider and the zones covering that level are highlighted, with the rest stepping back. Each zone shows its band against the whole 1–50 track, so you can see where your options overlap and where a camp is about to run dry.
- Filter by class — pick any of the sixteen classes and gear you cannot use is dimmed rather than hidden, so you still see what your other two classes could take from the same camp. Search by item, mob or zone when you already know what you are after.
- Every zone tells you where its facts came from — entries confirmed in Daybreak's own patch notes are marked Official; the rest are marked Community. Level bands in particular come from player aggregators, and the page says so rather than presenting them as settled.
- Written for EverQuest Legends, not 1999 — gear upgrades to +10 and focus, click and proc effects move between pieces, so deepening what you have often beats chasing the next drop. Placeholders were removed from The Hole, Nagafen's Lair, Lower and Upper Guk, Splitpaw, The Warrens and Mistmoore, so named mobs spawn directly. Guides that tell you to grind a placeholder are out of date, and this one explains why.
- Endgame at a glance — the cap is 50 per class and each of your three levels on its own track without splitting experience. First 50 on any class pays out a Class Unlock Token and a large storage bump. Raids are eight players, Void-touched Potential caps at three a week, and a boss you already hold a lockout on now drops a guaranteed unique.
Site v6.98
"Silent Fist"
2026-08-01
EverQuest · Macro Builder
- Group healing macros that name a real person — EverQuest has no command for "heal group member 3", so the Macro Builder now works the way the game actually does: assign roles to Extended Target slots once, and every heal macro points at whoever is filling that role. Set the tank, the assist and up to three marks, and the macros rewrite themselves — including a setup social that builds and saves the whole board with
/xtarget save.
- New macros — heal the tank, the assist or any mark; heal yourself by name (the game has no self-target command); assist the tank before you nuke so you never pull the wrong mob; group-wide buffing with
/tgb; a four-line panic that stops your cast, song, discipline and any social still running; and marking targets for the group.
- Every switch, read out of the game client — all 409 slash commands with a search box, all 17 pet switches, and all 12 Extended Target roles with their short forms. Click any one to copy it. Nothing on the page is guessed: it was extracted from the EverQuest Legends client itself, and the one pet switch we could not confirm is labelled as such rather than quietly presented as fact.
EverQuest · Fixes
- Two pet macros were wrong — the pet heal and the med-down macro used pet commands that do not exist in the client. Pet heal now targets your pet by name, and med-down uses the real command. Both were caught by checking every command against the game's own tables.
v1.11.91 Overlay
"Norrath"
2026-08-01
Overlay · EverQuest Legends support
- EverQuest Legends is now a supported game — the fifth world on the wheel, alongside Star Citizen, Guild Wars 2 and Elite Dangerous. Pick EverQuest from the game selector and the ring fills with its own tools. Everything reads your local chat log; nothing about your character leaves your machine.
- Live HUD — experience per hour, time to your next level, a running loot ledger, and per-spell damage, healing and fizzle rates from your own casting.
- Which mob is actually worth killing — experience collapses as you out-level a camp, so the HUD ranks every mob on kills at your current level and tells you what to hunt and what to skip. In testing that gap was eightfold between two camps a few steps apart.
- Mini HUD — the whole session compressed into a corner readout: level, rate, time to level, kills, coin, and the hunt/skip call. Sized to leave open while you play.
- Field Map — your zone drawn from EverQuest's own map files, with every kill pinned where you made it. Name a spot and it can be written back to the in-game map, so your landmarks show up in EverQuest itself.
- Macros & Characters — ready-to-paste socials built around what your log shows you doing, and one profile per character so nobody's stats bleed into anyone else's.
Overlay · Fixes
- Game channel now shows how it was picked — an automatically chosen channel says so instead of leaving you guessing.
v1.11.89 Overlay
"One Click"
2026-07-31
Overlay · Radial wheel
- The CONTROLS button on the wheel actually works now — It looked like a button and did nothing. Clicking it never opened anything, because the label had no clickable area behind it. Settings, hotbar, and system controls are now one click from the wheel, the way they were always meant to be. It also highlights when you hover it, so you can tell it's a button.
Overlay · Updates
- Clearer update notifications — You now get a straight answer about what's installing and when, instead of updates happening quietly in the background.
- Outdated builds are caught earlier — If your overlay has fallen too far behind, it now tells you and walks you to the fix rather than failing in confusing ways.
Overlay · Wheel & voice
- Wheel icons render everywhere — Some app icons on the radial wheel showed as blank boxes depending on your Windows font setup. They now draw correctly on every machine.
- The voice wake word is more forgiving — Co-Pilot picks you up more reliably instead of making you say it exactly right.
Under the hood
- Star Citizen 4.10 PTU groundwork — The overlay can now read whichever Star Citizen install you're actually playing — LIVE, PTU, EPTU or HOTFIX — instead of always assuming LIVE. Nothing to configure; it's the plumbing that lets us test PTU patches before they reach you.
v1.11.81 Overlay
"Steady Hands"
2026-07-24
Overlay · Stability
- No more freeze-ups during loading screens — Fixed a hang where summoning the radial wheel (or the overlay taking focus) while Star Citizen was on a loading screen could freeze the overlay and lock your mouse, forcing an End Task. The overlay now detects when the game is busy loading and stays responsive instead of waiting on it.
Data · Star Citizen 4.9
- New 4.9 weapons added — The latest Star Citizen 4.9 guns are now in the weapon catalog and Damage Sim, including the KLWE "Hazard-Zone" repeaters (CF-117 Bulldog, CF-227 Badger, CF-337 Panther) and Gallenson's Snapper repeater and Deathroll gatling.
v1.11.80 Overlay
"Auto-Track"
2026-07-20
Overlay · Elite Dangerous support
- Elite Dangerous is now a supported game — H.U.D Manager isn't just for Star Citizen anymore. Pick Elite Dangerous from the game selector to get its own dedicated overlay suite — ships, outfitting, and Commander tools — alongside your Star Citizen loadouts.
Overlay · Blueprint Auto-Tracking
- Blueprints track themselves — The overlay now watches your Star Citizen
Game.log and checks off crafting blueprints automatically the moment you earn them. No more manual tick-boxes — collect a blueprint in-game and it lands in your Collected log.
Overlay · Co-Pilot Voice
- Per-command hold duration — Set a custom hold time for any voice command. Say the word and the overlay holds the key for exactly as long as you specified — perfect for exit-seat, spool, and other press-and-hold actions instead of a single tap.
Overlay · Navigation
- App switcher moved to the wheel — Switching between overlay apps is now on the radial wheel, keeping your Star Citizen screen clear.
- Creator Studio on the wheel — Jump straight into Creator Studio from the radial wheel.
- Browser-mode back arrows — In-app browsing now has back navigation, so you can move through pages and step back without losing your place.
v6.62
"Crafting Trackers"
2026-07-16
Blueprint Tracker
- Every 4.9 blueprint by its source mission — see which mission grants each crafting blueprint, the mission's full reward pool, and the drop odds for each item.
- Track what you've collected — check off blueprints as you earn them, one-click GOT ALL per mission, and a Collected log grouped by the mission you got them from.
- On the wheel — INDUS → Blueprints. Every blueprint links straight into Crafting.
Gather Tracker
- Know exactly what to farm — queue the blueprints you want to craft and it totals every material needed across the whole queue.
- Mineable at a glance — each material shows its tier and whether it's ship-mineable, with a link straight to the Mining scanner; track your gathered SCU with live progress bars.
- On the wheel — INDUS → Gather.
Data · Star Citizen 4.9
- Crafting refreshed to 4.9 — 1,585 recipes with images and manufacturers; every blueprint now opens directly in Crafting.
- Live 4.9 data pass — missions, component/shop prices, ship images and hardpoints all refreshed to the current patch.
v1.5.9 Overlay
"Share & Scan"
2026-06-10
Overlay · Creator Studio
- One-click YouTube sharing — Your captured clips now open YouTube's upload page with the file ready to drag in. No Google account setup, no credentials — just record and share.
- Mixer + voiceover + Instant Replay — 3-source audio mixer, voiceover recording, and instant replay to clip the last moments of action.
Overlay · Mining & Salvage Scanners
- One-tap scanner access — Prominent OPEN SCANNER buttons on Mining and Salvage take you straight to the live screen-reading scanner.
- RS Size Decoder — The Salvage scanner estimates RMC/CM yield, market value, and a "worth scraping" verdict from a wreck's RS signal.
Overlay · Readability & Access
- Readable dropdowns everywhere — Fixed dim, hard-to-read dropdown menus across the overlay pages.
- Subscription & 14-day free trial — Account-based access with a 14-day free trial built into the launcher.
v1.3.6 Overlay
"Core Optimization"
2026-05-31
Overlay · HUD AI Assist
- HUD AI Assist — New integrated AI assistant panel with keyboard input support, real-time responses, and shareable recommendation links.
Overlay · App Organization
- Core Gameplay Category — Apps reorganized by importance to core Star Citizen gameplay. Loadout Bay, Pilot Hub, Combat Sim, Combat Log, and FPS Gear now appear in a dedicated CORE section at the top of the launcher.
- Smart App Prioritization — Economic apps (Trade, Mining, Salvage), Fleet management, and Utilities follow in priority order, making the most critical tools immediately accessible.
Overlay · UI & Icons
- Lucide Icon Upgrade — Replaced generic icons with professional Lucide design system icons across the pill bar for clearer, modern appearance.
- Installer Improvements — Version number now displayed during installation, improved process cleanup, and auto-launch after setup completes.
v5.48
"Take Control"
2026-05-27
Overlay · Personalization
- Text Color Themes — A new color picker in the display menu (🖥) recolors every bit of text across the whole overlay. Pick green, yellow-green, blue, cyan, or red — or snap back to the default scheme anytime. Your choice sticks between sessions.
Overlay · Controls
- Right Alt grabs control instantly — Tap Right Alt in-game and the overlay takes the foreground so your mouse is freed to click panels and buttons; tap again to hand control straight back to the game. Fully event-driven — no background polling, nothing that touches your in-game input.
- Rebindable — Right Alt is the default, but you can set the toggle to any key from Settings → KEYS → SET KEY.
Overlay · Install
- Safer installer — The updater now closes only the running overlay before installing, instead of every Electron app on your PC.
v5.47
"HUD Studio EDIT"
2026-05-26
Overlay · HUD Studio
- EDIT Tab — Video Preview & Playback — Select any clip from your Library and it loads into a full-width preview player. Play/Pause, skip ±5s, a seek bar, a live time display, and a volume slider — all pinned above the timeline so they're always reachable.
- Real Clip Durations — Every clip on the EDIT timeline shows its actual length pulled from the video file, feeding the IN/OUT inspector and timeline block width.
- IN/OUT Point Snap — Two ◉ buttons in the Inspector snap the IN or OUT point to the current playhead, so you can dial in a trim without typing timecodes.
Overlay · Install & Stability
- Clean install every time — The installer now silently removes any previous version before installing, so updates start from a fresh slate instead of overwriting in place.
- No stray console window — Fixed a command window that could appear on launch right after installing.
- Version shown in installer — The installer window now displays the exact version being installed, and a "what's new" prompt appears in the overlay after an update.
v5.41
"Creator Studio"
2026-05-25
Overlay · Creator Studio
- Creator Studio — Publish to X (Twitter) — Record a clip and post it directly to your X account from inside the overlay. OAuth 1.0a credentials are pre-linked; hit UPLOAD and your footage goes live without leaving H.U.D Manager.
- Creator Studio — YouTube, TikTok & X Platform Picker — The upload modal now shows a three-way platform selector. Pick one, fill the title and description once, and publish. YouTube is fully live; TikTok support is pending app review (1–3 days) — a direct UPLOAD ON TIKTOK.COM fallback is available in the meantime.
- Trim & Clip — An inline trim bar appears below every video in the Library. Set an IN point, set an OUT point, hit ✂ SAVE CLIP — the clip is written to a new file alongside the original. No external tools needed, no re-encode (stream copy, so it's instant).
- Auto-Highlights — Every kill, death, and disable that Game.log captures while you're recording is automatically timestamped. When you open a recording in the Library, those moments appear as chips on the timeline scrubber — tap any chip to jump straight to the action.
Overlay · Polish
- TikTok credentials updated — new app key and secret active.
- X status check no longer requires a paid Twitter API tier; connected state is confirmed from linked credentials.
- Telemetry confirmed end-to-end — overlay session_start / session_end / page_view events now reach the analytics endpoint correctly.
v5.34
"Build · Buy · Fly"
2026-05-22
Shopping & Cart
- Commissary — Full gear shop replacing "Where to Buy." Five tabs: Ship Weapons, Ship Components, FPS Armor, FPS Weapons, and Gear. Every item shows real in-game prices, best terminal to buy, and system — sourced from 2,700+ live UEX price records. Gear tab includes a dressing room view with equipment slot panel.
- Shopping Cart — site-wide — Every purchasable item across the site now has a ⊕ button. The cart chip (top-right MENU) shows your full shopping list with per-item quantity controls (−/+), the price of each item, and a running aUEC grand total. When you're ready to shop in-game, the cart organizes everything by where to buy it — grouped by terminal and stop location so you can hit Stop 1, buy everything on that list, move to Stop 2, and so on. No more jumping between pages to figure out where each item is sold. Cart persists across sessions via your Pilot account.
- Loadout Bay → Cart — Every weapon, missile, rack, and component row in the Loadout Bay has a ⊕ ADD TO CART button. Changed your full loadout? Hit ADD ALL TO CART at the bottom of the BUY LIST panel to queue everything in one tap.
- Hangar Acquisition Brief → Cart — The Acquisition Brief now shows only the items that differ from a ship's factory defaults. Changed three weapons and a shield? Only those three weapons and that shield appear. ⊕ on each changed row to add to cart individually, or ADD ALL for the full diff.
- FPS Gear → Cart — Build your kit in the FPS Gear browser, then hit ADD ITEMS TO CART to send every equipped item to Commissary in one tap. Works on both the main site and the overlay.
- Overlay Cart page — Pull up your cart right inside the overlay while you're in-game. Items are organized into numbered stops — Stop 1 lists every item sold at the nearest terminal, Stop 2 lists what's at the next location, and so on. Each stop shows the terminal name, full station path, the price of every item there, and a subtotal so you know exactly how much aUEC to have ready before you undock. Filter the whole list by Stanton or Pyro, or toggle to a flat view if you prefer. No spreadsheets, no tabbing out — just follow the stops.
Orgs & Squads
- Org System — Create or join an org directly in H.U.D Manager. Owner / admin / officer / member rank tiers, wing assignments, and invite-code sharing. Your org follows you across every page.
- Strike Groups — Org Roster — The Strike Groups page now shows your org's full roster alongside the LFG feed. See who's assigned to which wing, coordinate ops, and launch together without leaving the tool.
- Comms (Chat) — Real-time text chat built into the overlay. Three channels: General (everyone), LFG (looking for group), and Org (members only). LFG tab has a ◉ VOICE button that drops you into a shared voice room — no setup required.
- Org Operations — New /org-ops fleet planner: assign pilots to roles (combat/trade/mining/recon), build wing splits, and run doctrine analysis before an op.
New Player Guides
- Getting Started — Five-tab survival guide for new pilots: Survival (wake at Riker, buy supplies, set respawn, claim your ship), Earnings (four starter money loops from box delivery to trade routes, with aUEC/hr and upgrade path), Combat (FPS fundamentals + space combat basics), Starter Ships (free starters through first professional ships with pledge prices), and a Checklist — 15 milestones tracked in your browser. Available at /getting-started and in the overlay.
- Master Modes guide — SCM vs NAV explained: when to switch, power routing, evasion timing, fuel economy. Ship analyzer shows your specific ship's SCM/NAV speeds and QD efficiency. Best builds by ship class.
- Damage States guide — Soft vs hard component death explained. Targeting doctrine cards (dogfight, capital, transport, defensive, stealth). Component HP table for 80+ ships. Cascade failure tactics.
- Crew & Multi-Crew guide — DPS calculator comparing solo vs. fully crewed. Turret position map, manned vs. remote-fire rules per ship, crew coordination breakdown.
- Cargo Basics — Beginner cargo run planner. Budget input, ship picker from Aurora CL to Freelancer MAX, 6 verified Stanton routes with profit per run and estimated doubling time. Step-by-step walkthrough.
- Medical & Healing guide — Injury states from untreated to death, treatment options (T1/T2 medpens, medgun, hospital), all Stanton hospital locations, respawn mechanics, and medical ship overview.
Overlay Hub
- Overlay Hub — One consolidated overlay replacing 25+ individual reference tools. Six categories: Combat, Gear & Kit, Trade & Economy, Career, Ship Info, and Utilities. Search + pin your most-used tools. Everything stays inside the overlay — no tabbing out.
- Media Player (overlay) — YouTube search built into the overlay. Find guides, watch patch notes, queue music — without leaving the game. SC curated playlist pre-loaded out of the box with tutorials, gameplay, and soundtracks.
- FPS Gear, Combat Log, Commissary & Cart added to the overlay APPS launcher for quick access.
Gear & Kit Browser
- KIT Builder — Saved tab — Your saved kit items now have a dedicated ☆ SAVED tab. Browse previously starred items across all gear categories without re-searching.
- Armor & Firearms — ADD TO KIT — Every row in the Armor and Firearms browsers now has a ⊕ KIT button on hover. Tap it to add any piece of gear to your active kit without opening a separate page.
- Weapons — Acquisition tags — Items only obtainable as mission rewards or salvage now show ⚠ MISSION REWARD or ⚠ SALVAGE ONLY badges so you know before you go looking in a shop.
- Insurance ROI calculator — Ship picker + risk profile + estimated loss rate. Shows break-even point for Standard vs. Enhanced vs. Lifetime insurance across your fleet based on actual hull values.
Fixes & Polish
- Energy weapon ammo fixed — Energy weapons now correctly show ∞ (unlimited) instead of a stale ballistic count in the Loadout Bay.
- Ballistic ammo counts corrected — 59 ballistic weapons updated with verified ammo container counts from SC Wiki data. No more placeholder values.
- Loadout Bay font sizes — All text in the Loadout Bay bumped to match RSI's baseline 11–14 px scale. Easier to read at a glance especially at scale.
- CORE nav group — Top of the MENU now surfaces the 11 tools pilots use most: Loadout Bay · Fleet · Hangar Floor · Commissary · FPS Gear · KIT Builder · Trade Routes · Orgs · Oracle · Pilot Hub — one click from anywhere.
v5.29
"Fleet Assembled"
2026-05-21
New
- Org System live — Create or join an org directly in H.U.D Manager. Owner/admin/officer/member rank tiers, wing assignments, invite-code sharing, and full roster management. Your org follows you across every page.
- Strike Groups — Org Roster view — The Strike Groups page now shows your org's full roster alongside the LFG feed. See who's online, assign pilots to wings, and launch coordinated ops without leaving the tool.
- STATS dropdown in overlay — After any PvP kill, the ⚔ STATS button in the overlay pill shows your last 5 kills. Tap one to open the Combat Lab with the target pre-loaded and your own ship pre-filled — instant post-engagement debrief.
- Overlay ship detection improved — Real-time Game.log watcher now uses filesystem event notification instead of polling. Kill and ship detection fires instantly on log write. YOUR SHIP slot in Combat Lab auto-populates from the overlay footer.
v5.27
"Patch Impact"
2026-05-21
⚠ 4.8 PATCH IMPACT
- Attrition-3 Nerf Applied — Star Citizen 4.8 laser repeater nerfs now reflected in AI recommendations: Attrition-3/5 down-weighted in all dogfight/PVP builds. Higher heat generation, longer charge time, reduced energy damage factored into every loadout suggestion.
- Drake Ironclad & Ironclad Assault added — New 4.8 heavy freighter (696 SCU) and military gunship variant added to ship database, AI recommendations, and cargo-role AI Engineer picks. Full hardpoint + component data live.
New
- Combat Log overlay — Floating damage numbers + 4.8 kill/hit parser in the HUD overlay. Real-time combat feed: attacker · victim · weapon · damage type · timestamp. Integrates with Game.log watcher for live in-game visibility without alt-tab.
- Gear Browser AI Actions — Firearms and armor pages now have ADD TO KIT buttons inline with every item. Build your FPS loadout directly from the browser without copying/pasting between pages. KIT SAVED tab shows your persisted build state.
- Deep Space Oracle redesigned — Full visual overhaul with embedded loadout card mockup, mission cost summary, and LOAD IN BUILDER one-tap action. Missions now surface recommended ship, loadout, and crew comp inline. Acquisition badges (⚠ MISSION REWARD / ⚠ SALVAGE ONLY) on all weapons.
- Quantum Travel Calculator rebuilt — Route planning with jump-gate optimization, fuel consumption per leg, and ETA breakdown. Shows fastest vs cheapest routes with visual starmap overlay.
Guides
- Racing Guide (
/racing) — Murray Cup ship tier list with real SCM speeds (M50, Razor LX, Mustang Omega), 4 track profiles, and racing setup tips. Weight reduction, thruster tuning, power management.
- Reputation Guide (
/reputation) — Faction standings explainer: UEE Navy, Advocacy, Nine Tails, Xenothreat and all major factions. How to grind rep, rep-locked gear, and faction conflict mechanics.
- Ship Compare (
/compare) — Side-by-side 3-ship comparison with winner highlights per stat. Share URL encodes the comparison for org planning.
- Firearms Tier List — S/A/B/C tier rankings added to the Firearms page with 4.8 meta notes. P8-SC, Gallant, Attrition-3 S-Tier confirmed.
- FPS Gear Images — Thumbnails now load for 1,266 FPS items in the KIT Builder. Source: SC Wiki image mirror.
Data
- SC Wiki mirror refreshed — 13,761 item records updated to 4.8 values including new ships, revised weapon stats, and component data. Hardpoint cross-check against Erkul complete.
- Acquisition tags system live — Every weapon and component now carries acquisition source metadata: ⚠ MISSION REWARD (Tactical Strikes only), ⚠ SALVAGE ONLY (Vanduul drop-only), SHOP AVAILABLE (buyable), or STARTER SHIP (default equipped). Pilots know before they hunt.
- Navigation expanded — 15 new pages added to the PAGES menu: CAREERS section (Bounty, Racing, Piracy, Medical, Exploration, Reputation), COMBAT expanded (Master Modes, Heat, Damage States, Stealth, Crew, Power), TRADE expanded (Cargo, Refinery, Where to Buy).
v5.26
"Combat Intel"
2026-05-21
New
- Overlay Builder — Smart Comparison Dropdowns — Every weapon, missile, and component slot now shows a live verdict when you open the dropdown. Weapons display ↑ Sustained damage & range · ↓ Fire rate style comparisons against your equipped item. Cyan = better, red = worse.
- Missile Seeker Intelligence — Missile dropdowns now explain the seeker type in plain English: IR (best vs afterburning targets, countered by flares), CS (hardest to counter, tracks physical size), EM (best vs shielded targets, countered by power-down). Lock time shown alongside damage comparison.
- Component Context Labels — Power plant, shield, cooler, quantum drive, and radar dropdowns use contextual labels: Stealth profile instead of raw EM numbers, Regen rate, Spool time, Detection range. Hover any verdict for exact stat numbers.
- Admin Orgs Panel — Org management for admins at
/admin/orgs. View all organizations, member counts, wing counts. Disband action with full key cleanup.
Data
- Missile rack compatibility — 119/130 racks now have verified missile size compatibility data sourced from Erkul port records. MSD naming convention decoded: MSD-423 = Size 4 rack holding Size 3 missiles × 2.
- Missile stats complete — All 61 missiles now surface lock time and seeker type in the overlay builder. Cross-checked against SC Wiki — all standard missile damage values confirmed accurate.
v5.23
"Co-Pilot"
2026-05-21
New
- Overlay Hub — One place to reach every H.U.D Manager tool without tabbing out. 25 tools across Combat, Economy, Gear, Navigation, and Social. Search bar + pin your favorites to the top.
- Getting Started Guide — New pilot survival guide anchored at Area 18. Covers food/water/armor, ship claim, money loops (delivery → bounty → trade → mining), FPS and space combat basics, and a 14-item interactive checklist.
- Overlay Pilot Hub — Rebuilt from scratch. Compact handle card, expandable MY BUILDS / INBOX / TRADE PLANS rows, and quick-nav to every overlay page. No tile grid, no sidebar — just what you need in-game.
- Overlay Discord — One-tap OPEN DISCORD button (launches app or falls back to browser). Save your own server link for quick access. SC community server list: Official, r/starcitizen, Erkul, SC Traders, SC Leaks.
- Overlay Strike Groups — Start screen with role selector and how-to tips before jumping into ops. Network errors no longer toast on background polls.
- Overlay Orgs — Manage your org directly from the overlay. MY ORG tab with roster + invite code, DIRECTORY tab to browse all orgs.
- YouTube Media Player — Search SC guides and music without leaving the game. Embedded player, category chips (Tutorials · Music · Gameplay · Guides), saved videos. Requires YOUTUBE_API_KEY env var for live search.
Improved
- Firearms — Full embedded row redesign. Click any firearm to expand stats inline. Column headers: DPS · Alpha · RPM · Range. Replaces card grid.
- Armor — Full embedded row redesign with slot tabs (Helmets · Torso · Arms · Legs · Backpacks). Click any piece to expand Damage Reduction, Mass, Temp Rating, and acquisition info inline.
- Strike Groups (desktop) — Silent background polling (no more network error toasts), slot rows no longer cut off on narrow screens, left panel fonts reduced for tighter layout, 3-step instruction strip added above the ops list.
- Orgs system — API, pilot-facing page, and admin panel all pushed to dev.
v5.22
"Clean Sweep"
2026-05-21
New
- Orgs system — Create or join an org, manage wings and rosters at /orgs
- Strike Groups — Fleet coordination page live at /tsg
- FPS GEAR — Gear page renamed throughout; now in its own FPS section in the menu
- Menu rebuilt — Full audit: duplicate "Cargo Profit Planner" removed, new TRADE / FPS / EXPLORE groups, Hangar Floor + Orgs + Insurance ROI + Quantum Fuel added
Improved
- Loadout Bay — Ship card removed, full-page dimmed ship background added (like Mining/Salvage). Cosmic background, stars, planet and hologram removed. Ship name + manufacturer now shown in the stats bar.
- Insurance ROI — Now has proper page chrome (#bar, #tabs), green color removed
- What's New — Proper page chrome, magenta accent replaces green
- Pilot Hub quick nav — FPS GEAR tile added; Strike Groups and Orgs wired in
Data fixes
- 27 ships crew min/max corrected — Cutlass Black, Corsair, Hammerhead, Redeemer, Constellations, Perseus, Polaris, MOLE, Hercules variants, Scorpius and more were showing wrong minimum crew
- Gladius Valiant mass — Corrupted value (502 kg) fixed to 48,552 kg
- Freelancer DUR cargo — 36 → 40 SCU (exploration variant)
- Freelancer MIS cargo — 36 → 28 SCU (combat variant trades cargo for missiles)
- Tiburon + Starlite msrp — Pledge prices now populated ($775 / $60)
- Aurora MR Mk I + F7C Hornet Mk I — Flagged as retired (discontinued ships)
- Missile rack counts verified — 19 key ships cross-checked against SC Wiki; all correct
v5.21
"Industrial Complex"
2026-05-21
New
- Mining Workstation — ⛏ Full work order calculator is live. Pick your ores, choose a refinery and method, and get an exact aUEC payout with refinery bonuses, crew split, and best sell locations. Replaces Regolith.rocks for Prospector, MOLE, ROC, and Orion miners.
- Mining Locations — Community knowledge map: 13 locations across Stanton, Pyro, and Nyx. Moon background images, ore filter chips, signal-bar hotness ratings, and nearest refinery for each site.
- Crafting Tab — Cross-reference your work order ores against 567 SC recipes. Recipes show CRAFTABLE (you have enough), PARTIAL, or MISSING in real time. Search + category filter (Weapons · Armor · Other).
- Salvage Workstation — ⛬ Full salvage payout calculator. Enter RMC and CM in SCU, pick a sell terminal, and get the exact aUEC breakdown. Vulture, Reclaimer, Corsair, and Cutlass B cargo and crew split supported.
- Salvage Sites — Community-reported derelict fields, asteroid belts, and station wreckage. Filterable by type with hotness ratings and ship recommendations for each site.
- Salvage Mechanics Guide — Ship comparison table, RMC vs CM value cards, hull stripping tips, Pyro risk/reward breakdown, and crew role guide for Reclaimer teams.
v5.20
"Field Ready"
2026-05-20
New
- GEAR page — Personal Kit Builder is now GEAR. Full 10-slot FPS loadout: helmet, undersuit, torso, arms, legs, backpack, primary, secondary, sidearm, and gadget. Every item shows images pulled from the SC Wiki.
- Where To Buy — GEAR now shows shop locations and aUEC prices for 961 items directly in the picker. See the cheapest terminal at a glance before you even equip the item.
- Gear Preview — All 10 equipped items appear as a visual grid on the right panel. Hover any item for a stat tooltip. Empty slots fade back — no clutter.
- GEAR in the overlay — Full GEAR page is now accessible from the overlay Pilot Hub tile grid. Configure your ground loadout without leaving your game session.
- 207 undersuits added — All undersuits from the SC Wiki are now in the database with stats (damage reduction, temp rating, rad protection, mass) and images.
- Admin Broadcast — Admin console can now send a message to every pilot's inbox at once. One click, everyone sees it on next login.
Coming Soon
- Mining Workstation — Full mining laser + module configurator for Prospector, MOLE, ROC, and ROC-DS. Live power window math, rock tier recommendations, consumable stacking (Surge, Cambio-SLI, Hadanite), and estimated SCU/hr. Salvage beams and throughput calculator for Vulture and Reclaimer included.
- Org Operations — Multi-ship doctrine planner for org fleet commanders. Assign ships to roles, build an escort doctrine, and share the full op plan with your org.
v5.19
"Squadron Ops"
2026-05-20
New
- Org System — Create your own org, invite pilots with a shareable code, build wings, and manage your roster — all inside H.U.D Manager. No third-party tools required.
- Strike Groups — Looking For Group — The LFG board is rebuilt from scratch. Post an op, browse active groups by role, join with one tap, and get a Discord invite link per operation. Ship input is now inline — no extra screens.
- Wikelo Trade Tracker — Full redesign with a new-player progression guide, Favor counter, and ingredient source hints so you always know where to farm next.
Fixed
- Loadout deletion — Deleted builds were reappearing after a page refresh due to a stale local-cache write. Fixed — deleted loadouts are gone for good.
- Data accuracy — Ship stats, hardpoints, and component data continuously cross-referenced against the SC wiki and patch notes. Use the feedback button if you spot anything off.
v5.16
"Ground Control"
2026-05-20
New
- Desktop Overlay v1.0.2 — The always-on-top HUD is now available for download at /download. Floats over Star Citizen with live zone tracking, trade routes, loadout tools, and Strike Groups squad chat — no alt-tabbing required.
- Strike Groups panel — Real-time squad chat and location sharing in the Pilot Hub. Create or join a group, chat with your crew, and see live zone updates from Game.log.
- Download page — New page at /download with install instructions, SmartScreen guidance, and feature overview for the desktop overlay.
Fixed
- Overlay v1.0.2 — CMD window flashing — A command prompt was flashing on screen every 2 seconds on all machines. Root cause: the Star Citizen process checker was spawning
tasklist without the Windows hidden-window flag. Fixed in v1.0.2. If you installed v1.0.0 or v1.0.1, please uninstall and grab the new version from /download.
- Overlay typing — Keyboard input wasn't reaching the overlay panel. The overlay correctly releases and reclaims focus when opening and closing the panel.
- Strike Groups panel showing Home — A folder-validation guard was resetting the active view to HOME when navigating to Strike Groups. Fixed.
- Cloudflare build blocker — A double closing paren in
ai-ask.js was silently failing node syntax checks but breaking all production builds via wrangler/esbuild. Fixed and promoted to main.
v5.14
"Doctrine Update"
2026-05-19
New
- 2-Hop Journey mode in Trade Routes — Chains two trade legs together so you never fly empty. Pick up Cargo A at origin, sell at the waypoint, load Cargo B, and deliver to the final stop. Displays combined aUEC/hr, cycle time, and a MISSION BRIEF breakdown for each leg.
- 4.7/4.8 weapon doctrine baked in — The Deep Space Oracle now knows the current meta: armor deflection thresholds (weapons below a ship's deflection rating deal zero hull damage), Attrition nerf (DPS halved in 4.8), CF Panther projectile speed advantage, and 11 community-validated ship builds sourced from RSI, TEST Squadron, Starzen, and Pley.gg.
- Mixed-loadout enforcement — The AI will no longer recommend filling all hardpoints with the same weapon. Max 2 distortion slots, ballistic ammo warnings, and projectile-speed mismatch alerts are all factored into every recommendation.
- Two new ships: Starlite & Tiburon — Starlite (Light Refueler) and Tiburon (Heavy Gunship) added to the ship database with full hardpoint, stat, and component data.
Fixed
- Fire Plan DISTORTION scenario — Was incorrectly recommending Attrition Repeaters for distortion builds. Attritions are energy/laser weapons — they deal zero distortion damage. The scenario now correctly recommends DR Model-XJ distortion repeaters.
- AI provider SambaNova — Case typo in provider function call caused SambaNova to fail with "not defined" error, knocking it out of the AI failover chain. Fixed.
- Starmap orbit rings — Travel lines between planets in SYSTEM view were not rendering due to a missing CSS grid-template-rows. Now visible.
- Journey row expand — Clicking a journey row a second time was propagating to the parent container. Stopped with explicit event handling.
v5.13
"Acquisition Brief"
2026-05-19
New
- Acquisition Brief page — After configuring your loadout in the Loadout Bay, hit OPEN ACQUISITION BRIEF to get a full shopping manifest: every weapon, component, and missile grouped by category with shop locations, unit prices, and a SHOP STOPS tab showing a step-by-step run across the verse. Shareable via URL hash.
- Builder → Hangar flow — The cost badge and HANGAR action in the Loadout Bay now write the full manifest to a local session store and route you directly to the Acquisition Brief. No manual copying required.
Fixed
- Trade Routes aUEC/hr color — The aUEC/hr column was rendering in green (banned palette color). Now correctly rendered in amber to match the money/value token.
- Hangar Floor Featured Pick — The "Featured Pick" card was hardcoded to an obsolete ship (Aurora Mk I MR). It now dynamically reflects the current Ship of the Day — updated every 24 hours.
- Ship of the Day — Regenerated daily pick; obsolete Aurora Mk I MR replaced with Shiv (4.8.0-LIVE current).
v5.12
"Live Session"
2026-05-18
New
- Live Session Feed in Pilot Hub overlay — The PILOT tab now has a ⚡ Session Feed section that reads your Star Citizen Game.log in real time. See your current ship, active pilot handle, quantum destination, crimestat level (CS1–CS5 badge in the pill bar), combat log (kills & deaths), and nearby pilots — all updating live while you fly.
- Kill & boarding toasts — Instant pop-up notifications at bottom-left when you score a kill, die, or detect a ship boarding attempt. Colour-coded and auto-dismiss after 5 seconds.
- Acquisition badges on Hangar Floor — Weapon and component rows now show LIMITED / MISSION / EVENT / SHOP badges inline where relevant so you know what's freely buyable vs. gated.
- MAP RUN tab button — When a loadout detail is open on the Hangar Floor, a ⌖ MAP RUN button appears in the bottom bar. Clicking it opens the Star Map with all acquisition stops pre-pinned.
- Overlay focus fix — Clicking the overlay no longer steals keyboard focus from Star Citizen or causes the game to minimise in borderless fullscreen mode.
Fixed
- Hangar Floor starmap links — LOCATE and MAP RUN buttons now navigate to the live Star Map page instead of erroring silently (removed broken flyout dependency).
- Overlay scrollbar — Hidden on all overlay panels; was briefly visible on some screen sizes.
v5.10
"Trades Nearby"
2026-05-18
New
- Trades Nearby — Pilot Hub overlay panel. Pick your current station to instantly see the top 10 buy routes departing from there, sorted by margin per SCU with commodity, destination, stock, and cross-system badges. The panel also auto-suggests your station based on your last logged QT arrival.
- LIVE filter on Galaxy Map — Both the overlay and primary site star maps now have a ⚡ LIVE toggle that hides all lore-only systems and auto-zooms to the three playable systems (Stanton, Pyro, Nyx) so jump routes between them are clearly visible.
- RSI-accurate system positions — Galaxy map node positions now reflect real RSI ARK Starmap light-year coordinates, properly scaled for visual separation.
- 1,934 fresh Stanton locations — Full refresh from SC Wiki API: 1,934 Stanton entries (moons, outposts, asteroids, settlements, stations) replacing stale cached data.
Fixed
- Galaxy map by_system index — All Stanton locations were previously grouped under "Unknown" due to a field mismatch. Fixed — Stanton/Pyro/Nyx entries now index correctly.
- Journey row expand — Clicking anywhere on a multi-hop trade row no longer double-fires (stopPropagation fix).
v5.7
"Beta Overlay"
2026-05-18
New
- Desktop Overlay BETA — Always-on-top Windows HUD overlay for Star Citizen. Keeps your Pilot Hub, Loadout Bay, Trade Routes, Combat Lab, Hangar Floor, and Star Map accessible without alt-tabbing. Download button on the home page.
- Combat Lab in overlay — Full damage mitigation simulator embedded in the overlay panel at full fidelity.
- Hangar Floor in overlay — Browse prebuilt ship loadouts and drill into any configuration without leaving your game session.
- AI Chat in overlay — Ask the H.U.D Manager AI about ships, loadouts, or trade from inside the overlay. Rate limit raised to 150 queries/hr.
- Download tracking — Admin console now shows all-time overlay download count, today's count, 7-day trend, and a per-event log with country and platform.
Improved
- Trade overlay — Route columns re-tuned for the 800px overlay panel width — no more horizontal scroll or clipped text.
- Landing page — Cleaned up the install section; single clear call-to-action for the Desktop Overlay BETA.
- AI provider chain — Fixed a casing bug that was causing all Cloudflare builds to fail when SambaNova was in the failover stack.
★ Star Citizen 4.8 — LIVE
PU release
2026-05-14
4.8 is live in the PU. H.U.D Manager's catalog, TTK math, and AI Engineer recommendations will refresh as datamining sources (sc-wiki / fleetyards) catch up — usually within a few hours of patch drop. Until then, stat numbers may still reflect 4.7.2; the catalog of new content below is curated from CIG's patch notes. ⏵ See the full 4.8 catalog →
New in-game content (4.8)
- UltiFlex Novia Crossbow — near-silent FPS weapon, projectile-drop, stealth-tier. Earned via Tactical Strike Group rank 3+ blueprint, then crafted.
- KSAR Plasma Grenade — area-denial throwable for chokepoints.
- Kruger L-22 Alpha Wolf — light fighter variant, Wikelo's Emporium reward.
- Aegis Hammerhead Gold Standard — interior overhaul (same loadout slots).
- Refueling 2.0 — new mission type with fuel pods, beacons, ship-to-ship transfer.
- Tactical Strike Group missions — rank-gated combat with crossbow rewards.
- Ship Battles v3 "Defend Location" archetype — coordinated AI assault.
- Vehicle Command Module — docking + ship-system transfer for mothership crews (Carrack, Idris, Polaris, 890J).
- Hangar Service T0 — capital-ship hangar repair/restock/refuel via cargo.
- G-Force Flight Suits — equipment-based G-resistance (replaces armor-class limits).
Balance you'll feel
- Ship weapon velocities rebalanced — slow weapons sped up, fast weapons slowed down. TTK estimates may drift until the post-launch data refresh.
- Aim-assist now scales with your radar variant.
v5.1
"Navigator"
2026-05-17
New
- Galaxy Map — Star Map now opens on a full network view. Stanton, Pyro, and Nyx shown as glowing star nodes in a triangle. Animated cyan lines for live jump routes, dim dashes for lore-only connections. Click any system for jurisdiction/economy details, then drill into the orbital schematic.
- Pyro & Nyx trade filters — Trade Routes now has STANTON / PYRO / NYX / CROSS-SYSTEM filter chips. Each shows only terminals and commodities for that region.
- LOGI INTEL tip — In Build Plan, picking a FROM terminal now auto-selects the best TO and shows an amber intel note with margin/SCU, aUEC/hr, and JUMP ROUTE flag.
- Live trade data — Admin can now trigger a fresh UEX price pull from the admin console. Trade page uses the live KV cache when available, falls back to static JSON.
- Planet images — Star Map orbital view now shows real planet photography for Hurston, Crusader, ArcCorp, microTech (Stanton), Pyro I, Bloom, Pyro V, Terminus (Pyro), and Delamar (Nyx).
Improved
- Ship selector — replaced the horizontal tile scroll with a compact dropdown grouped by size class (XL/L/M/S) + a stats card showing cargo SCU, class, crew, and nav speed.
- Cross-system route cards — now include a "VIEW ON STARMAP" button that opens the galaxy map with the jump route highlighted.
v2.0
"Wingman"
2026-05-16
New
- Your saves follow you. Loadouts now live in your Pilot File on the server — sign in on your phone, a friend's PC, anywhere, and your builds are right there. The browser keeps a fast offline copy.
- Pilot File hub — every build in one place, organized into folders you create (Combat, Mining, Org fleet, whatever). Open, rename, move, delete. It's at /pilot; the old Loadouts page redirects here.
- Send a build to a wingman. Send any loadout — plus a short note — straight to another pilot's handle. They get it in their Inbox, save it to their own file, and fire back a one-tap reaction. Mutual-contacts only, with an auto address book of pilots you've traded with. It's a courier, not a chat.
- Mail alerts — a badge on your pilot tag on every page, and a line on the front page, when a build is waiting for you.
Improved
- Front page for signed-in pilots: a welcome-back line woven into the hero with one-click Resume back into the build you were on.
- The whole landing reads as one continuous page now — the framed panels are gone.
- A clear Log in path for returning pilots, and a pilot menu (loadouts · new build · account · log out) on every page.
v1.9
"Pilot File"
2026-05-16
New
- Pilot accounts — pick a handle + password (no email), and your loadouts save to your file. One-time recovery code instead of email reset. Send-to-pilot & community sharing land next.
- New front door — cinematic hero, a 5-tool showcase that auto-rotates (hover any panel to see the real page live), a rotating cargo-ship trade band, and a featured prebuilt-loadout rail.
- The Loadout Bay now opens in a clean, organized layout for first-time pilots (no more empty/broken default canvas).
Renamed
- "Loadout Bay" → The Loadout Bay · "Damage Sim" → Combat Lab.
- The Home button now goes to the H.U.D Manager front page.
v1.8
"One HUD"
2026-05-15
The whole site, one look
- Site-wide visual unification. Every page now runs the same design system — one readable typeface set (Orbitron + JetBrains Mono), consistent cyan/amber/magenta, framed headers, true 100% scale (the old per-page zoom hacks that made text tiny are gone). The Command Deck, Loadout Bay, Hangar Floor, Showdown, Damage Sim, Mission Intel, Matchup, Loadouts, Deep Space Oracle and Fleet all read as one product instead of a patchwork.
- New landing page at
hud-manager.com — a real, fast, content-rich front door (the old root was an empty redirect Google couldn't index).
- Deep Space Oracle de-cluttered — the cartoon mascot and gradient title are gone; clean HUD like everything else.
Loadouts & saves
- The Hangar Floor (prebuilt catalog) restyled; opening a build no longer double-stacks the page title.
- ★ Save to My Loadouts — one click on any Hangar Floor build banks it to your personal library; it opens back into the Loadout Bay perfectly.
- Loadouts page rebuilt to mirror the Hangar Floor card look — a real browsable library, not a flat list. Empty states now point you at the fastest way to fill it.
Builder accuracy + filters
- Component pickers fixed. Power plant / shield / cooler / QD / radar dropdowns now show only parts that fit your ship's slot size — no more scrolling every component in the game.
- New CLASS filter on every component dropdown: Military · Civilian · Industrial · Competition · Stealth — narrow a slot to one class instantly. Authoritative CIG class data.
- Real component & weapon images — 3,464 items across the Outfitter / builder / catalog now show their actual in-game render instead of a silhouette.
- Real component HP shown in the Outfitter (actual durability, was blank).
v1.7
"Real Math"
2026-05-12
CRITICAL DATA FIX · please re-check every saved build
- Per-ship datamined armor. 281 of 293 ships now use their actual armor deflection thresholds + hull HP + shield HP + agility, sourced from datamined
.dcb entity-class files (via api.star-citizen.wiki). Replaces the fabricated class-default placeholders that were powering every TTK on the site.
- How wrong were the old numbers? Hull HP was 1.4× off for LIGHT fighters, 3× off for MEDIUM, 8.5× off for GUNSHIPS, and 90× off for CAPITALS (Idris was listed as 200K hull — actual is 18 million). Armor deflection thresholds were 1.3-2.9× too high site-wide. Every TTK number you saw before v1.7 was directionally wrong. Capital fights especially.
- Target-aware optimizer (new). The Matchup page now has an ⚙ OPTIMAL BUILD · TARGET-AWARE MATH panel at the top of every grid. For each weapon family that fits your ship's mounts, it computes
effective_dps = raw_dps × (1 − target.shield_resistance) against the target's actual datamined resistance signs — so it knows the Andromeda is energy-weak (−19% resist), the Idris is distortion-resistant, and so on. Picks the winning families deterministically by combined shield + hull score.
- Hit-factor uses real datamined agility. Pitch / yaw / roll rates from .dcb fold into the lead-time math. Agile fighters (Gladius pitch 68°/s, Sabre 62°/s) now correctly drop your hit-rate vs slow-rounded weapons; capital ships (Idris pitch 7°/s) are easy to lead, as expected.
- "Deflected" honesty. When a weapon's per-shot alpha is below a target's armor threshold, the matrix cell flags it red with ✗ DEFLECTED and explains: "Per-shot alpha 135 is below the target's distortion threshold (139). Hull damage requires torpedoes, weak-point hits, or a hull with bigger guns." No more silently overstating damage.
- Cooling headroom %, gun-pool size, pitch rate now badge-displayed on every matchup target line. Datamined values, color-coded by stress level.
- Oracle picks fit the ship. Locking a ship to the Deep Space Oracle no longer lets it recommend an Idris S4 Power Plant on your F8C. The simulator override now actually works (was throwing a silent
community is not defined exception, never running). Components physically fit slot sizes. Components are filtered to buyable-only by default.
- Oracle returns role-mixed loadouts. When a weapon family dominates by 1.5× margin, fans homogeneously; otherwise splits mounts across the top 2–3 winning families (e.g.
3× NN-15 + 2× Attrition + 2× CF-337). Real builds, not "all 7 mounts → one gun."
New Pages + Tools
- Weapon × Armor Matrix (
/weapon-matrix) — 126 weapons × 5 target classes, color-coded penetration grid. See at a glance which guns clear each armor threshold.
- Loadout Library (
/stock-loadouts) — factory-default loadouts datamined from every ship PLUS curated prebuilts by combat role (DPS · alpha · shield-breaker). 292 ships. Open any in Loadout Bay with one click.
- Star Map (
/overlay-starmap) — 1,904 locations across Stanton / Pyro / Nyx with full hierarchy, amenities, quantum-travel flags, mission counts.
- Mission Intel rewritten with the full 1,391-mission datamine catalog: reward range (median 64K aUEC, p90 267K), faction, system, crime-stat range, time-to-complete.
- Build Compare (
/compare) — side-by-side stat comparison of 2–3 saved loadouts against a chosen target.
Quality of life
- Loadout Bay header rebuilt — title and toolbar are independent fixed elements, ship image floats top-left with a hover flyout showing spec rail + tier ops.
- Scrollable content stays clean — scrollbar hidden, title and toolbar pinned, content scrolls under them.
- Matchup-cell "loadout" line now shows the role-mixed summary (e.g.
4× Attrition + 4× NN-15) instead of just one weapon × mount count.
For builders
- New endpoint data:
/data/v2/ship_armor.json — full deep datamine (armor / agility / cooling / power pools / cross-section / signature / UEX prices / insurance / per-part HP / factory default loadouts).
- Matrix file schema bumped to v3; each cell now carries an
optimal sub-object with family scores, role breakdown, reasoning line, and TTK totals.
- Oracle schema bumped to v20; old cached responses invalidated.
Known gaps
- Oracle "WHY" prose can still describe a different ship than the locked one — the LLM writes the reasoning text, the simulator overrides the picks. They don't always agree. Trust the listed components, not the prose. Will be replaced with deterministic prose in a follow-up.
- Recipe weights / family ordering in the optimizer are best-effort calibration, not pilot-validated meta. We'll tune as pilot feedback comes in.
v1.5
"Build Your Bay"
May 2026
New
- Custom Loadout Bay layouts — the Loadout Bay now has a ✥ CUSTOM mode where every panel becomes a moveable, resizable widget. Drag panels by their header to position them anywhere, drag a corner to resize. Build the bay the way you want it.
- Widget tray — click + ADD ▾ to pick which panels to drop on your canvas: WEAPONS · HARDPOINTS, MISSILE · BOMB RACKS, SHIP COMPONENTS, PWR · DIST, SHIELD, COMBAT INTEL, INDUSTRIAL · TOOLS, MINING, BOMBS, EMP. Start with a blank canvas; place only what you use.
- Save named layouts — hit ⊟ SAVE, name it ("Combat Vulture", "Salvage MOLE"), and it's stored per ship. Pull any saved layout back with the ▾ arrow next to the CUSTOM button.
- ★ Set as default — star any saved layout and the Loadout Bay opens with that arrangement every time you load that ship. Different ships keep different defaults.
- ▣ Lock layout — once you've got it where you want it, hit LOCK to freeze positions and sizes so accidental drags can't disturb your setup.
- DMG SIM highlighted in the top nav on the Loadout Bay page so the damage simulator is one obvious click away when you're mid-build.
- Command Deck refresh — the home dashboard got a new cockpit-MFD treatment with a transparent top bar so the live readouts breathe instead of fighting chrome for attention.
Tweaked
- Loadout Bay top spacing tightened — more room for your panels, less wasted real estate.
- VIEW presets (ARMAMENT / INDUSTRIAL / SYSTEMS) now act as true presets — clicking one exits CUSTOM mode and snaps back to its curated layout.
- No-red brand polish — palette button retired (the 🎨 icon rendered red and clashed with the cyan/amber/magenta palette), 🚀 NEW PILOT? swapped to a clean ⏵ chevron, 🔗 SHARE swapped to ⇢. Brand stays on-palette everywhere.
- Version pill now reads v1.5 consistently across every page (dashboard badge, top-bar pill, service worker) — no more mixed labels between chrome and dashboard.
- Defensive cleanup of stale top-right nav clusters left behind by old service workers — only one survives per page now, no more ghost duplicates.
- Damage Sim cleanup — LAYOUT controls (DEFAULT / COMPARE / STACKED / CUSTOM / + ADD / LOCK / SAVE / CLEAR) relocated up into the top bar so panels get more vertical room. Page scrollbar hidden. Decorative HUD corner brackets and the radar grid removed (read as stray cyan lines).
- Page-title centering fix — the centered hero title was actually rendering offset to the right on every page because the entry animation was clobbering the centering transform. Fixed everywhere.
- Bar bottom line removed — the cyan glow + 1px line under the top bar was reading as a stray full-width horizontal stripe across every page. Gone.
- Duplicate HOME button suppressed — pages that had a HOME in their #bar AND in the top-right cluster now only show the canonical one (top-right cluster).
- Salvage / Mining / Bounty / Trading title fix — those legacy pages had their titles partially clipped behind the top bar. Bumped the title clear so it fully shows.
- Showdown badge fix — the "YOUR SHIP" / "ENEMY SHIP" badges were overlapping the STOCK / MY BUILDS / AI BEST tabs row. Bumped the card padding so the badge clears.
New
- ⛟ Wikelo Trade Tracker — new /wikelo page surfacing every Wikelo collection contract: 121 contracts across Currencies, Weapons, Armor, Ships and vehicles, Reward ship loadouts, etc. Each card shows what items to bring, what you get back, and which Emporium station to turn in at (Dasi · Selo · Kinga). Not published in-game — community-tracked from the wiki.
- Mission data: who gives it + where — refreshed missions data now includes the mission giver (NPC name) and a debug name encoding where it spawns (e.g.
HH_Pyro_RegionB_M_CFPOutposts_EliminateAll). Plus a new faction → location lookup covers all 17 contractors (Headhunters → Pyro, CFP → Lorville, Shubin → mining outpost terminals, Vaughn → mobiGlas comms, etc.). Pages that consume this data will surface "where to start" hints in upcoming releases.
Fixed
- Deep Space Oracle no longer defaults to Vanguards. Pilots told us the Deep Space Oracle kept picking Vanguard Warden / Sentinel / Hurricane on almost every prompt and they didn't understand why. Fix in three layers:
- Doctrine table tripled — 31 → 70+ ships now scored. Vanguards intentionally downgraded to honest values (they're slow turn-rate tanks easily kited by smaller fighters with the right loadout). F8C / F8A Lightning, F7A Hornet Mk II, Sabre Firebird, Cutlass Steel, Mercury Star Runner, Hammerhead, Redeemer, and Corsair scored as the under-recognized hulls they actually are.
- Picks tiered — every combat role now has
primary, alt, and bargain tiers. The recommender pulls at least one alternate from the alt list to ensure variety across requests for similar prompts.
- Anti-Vanguard rule baked into the system prompt — explicit ban on defaulting to Vanguard variants unless the user asks or no other hull fits. The Gladius is now actively surfaced as the under-recommended top fighter it deserves to be.
- Alpha damage now computed in every PvP / bounty recommendation. The AI must report the loadout's total alpha (sum of per-shot damage × mount count) and tell you what it pops in one trigger pull (e.g.
"Alpha 1720 — pops a Hornet shield in one trigger pull, 2-volley Cutlass Black hull"). Reference table includes 9 canonical alpha-kill loadouts: F8C with NN-15 + Knockout, Sabre Firebird with quad NN-13, Gladius with NN-13 + Sledge, Shiv with NN-13 + Sledge, Cutlass Steel with NN-15 + FL-33, etc. Per-shot numbers for NN-15 / NN-13 / Knockout / Sledge / Mantis are baked in as ground truth.
v1.3
"Industrial Overhaul"
May 2026
New
- Industrial tools — full rebuild — every mining head, mining module, salvage head, and salvage module rebuilt from the ground up. Real in-game stats (HP, mass, power draw, heat, cooldown) datamined from erkul, plus prices and buy locations on every item.
- Pros & Cons on 49 heads & modules — each tool has a BEST FOR tag plus community-validated strengths/weaknesses (Cinch for precision · Abrade for speed · Trawler for capital wrecks · Helix I/II for soft minerals · etc.).
- Click-to-detail popouts — click any tool in the Loadout Bay to open a full info panel with stats, pros, cons, and tactical notes — same pattern as weapons.
- INDUSTRIAL view in the Loadout Bay — dedicated tab next to ARMAMENT and SYSTEMS, with tools 2/3 and ship components 1/3 side-by-side so you can see your full industrial loadout at once.
- EMP slot detection — EMP utility panel now only shows on the 5 EMP-capable ships (Avenger Warlock, Sabre Raven, Vanguard Sentinel, Hawk, Scorpius Antares). Sabre Raven gets its 2 EMP slots.
- AI persona retired — the in-app AI is just "H.U.D Manager AI" — no character branding, no name.
- Update Notification — when a new version ships while you're using the app, a sticky amber banner appears with a REFRESH NOW button. Idle tabs auto-refresh after 10 minutes.
- DMG SIM in the top nav — quick-jump button between ASK AI and SUPPORT.
Tweaked
- Deep Space Oracle now reads the new pros/cons + best-for context and recommends a head plus 1–3 specific modules tailored to your mission.
- Mining head ranking refined with scminingmom.com authoritative data — Helix series properly tiered for soft/medium minerals, Lancet/Hofstede for hard rock.
- Fan disclaimer added — H.U.D Manager is an unofficial fan tool, not affiliated with or endorsed by Cloud Imperium Games.
- Star Citizen brand removed from visible UI (still in SEO meta) to keep things clean.
Fixed
- Traffic beacon was silently 429'ing every visit — visitor counts are real again on the admin dashboard.
- R.I.G terminology fully retired in favor of Loadout Bay throughout the app.
v14.01
"Always-On AI"
May 2026
New
- Three-tier AI failover — every AI feature now hops between Google Gemini, Groq Llama 3.3 70B, and Cloudflare Workers AI. ~16,000 free calls per day before any limit.
- Smart circuit breaker — if one provider hits a rate limit, traffic auto-rotates to the next one and recovers automatically when the limit resets.
- Provider transparency — every AI response now includes which model answered you (visible in DevTools / API responses).
Fixed
- Deep Space Oracle no longer dies on quota — falls through to backup providers seamlessly.
- Per-minute burst limits no longer lock providers out for 24 hours (now correctly 90 seconds).
- Gemini schema rejection (union types, oneOf, $ref) — schema scrubber now normalizes to OpenAPI 3.0 strict.
v14.00
"Soft Launch"
May 2026
New
- GEAR — 10-slot FPS loadout (armor, undersuit, sidearm, primary, secondary, gadget, etc.) with shareable URLs (try it).
- Crafting Browser — 615 curated recipes searchable by output, tier, and station (browse).
- FPS Catalogs — 1,361 weapons and armor pieces with stats and aUEC prices (firearms · armor).
- Fleet Insurance Roll-up — see your LTI count and insurance cycle at a glance on the Fleet page.
- Patch Staleness Banner — dashboard shows an amber/red warning if our PU data hasn't been refreshed in >30 / >90 days.
- Feedback Modal — click "Feedback" anywhere; goes straight to our Discord.
- Cross-device Sync — generate an 8-character code on one device, paste it on another to bring your loadouts and fleet across.
- Legal & AI Disclosure page — terms, privacy, and how the AI is used (/legal).
Tweaked
- Quick-nav cluster — single source of truth for top-right chrome (version, AI Assist, server LED, sync, feedback).
- OG / Twitter card images so links to the site look proper when shared.
- Custom 404 page that doesn't dump you into a blank screen.
v13.92
"Mission First"
April–May 2026
New
- AI Mission Engineer — pick a mission, get a curated ship, weapon loadout, FPS kit, consumables, and crafting list (try it).
- Loadout Bay (formerly R.I.G � Realtime Integration Grid) — full builder with hardpoint groups (turret → guns), MSD pod expansion, mining/salvage/tractor support, share URLs, ~25% industrial fleet coverage (open).
- BOMBER vs CARPET_BOMBER — torpedo and bomb mounts now properly distinguished (the A2 Hercules is a bomber, not a torpedo bomber).
Fixed
- Mission name canonicalization — "Hornet F7C" now resolves to "F7C Hornet Mk II" instead of erroring.
- Quick-tile cards no longer look "all selected" by default.
- Industrial mission token budget — full kit + tools list now fits in the AI response.
v13.x & earlier
Foundations
2025–early 2026
Under the hood
- Loadout builder, fleet manager, ship database (~270 ships).
- Auto-pull pipeline from the Star Citizen wiki for patch-aware data.
- Service worker for offline shell + image caching across deploys.
- Cloudflare Pages deploy, KV-backed rate limiting, Discord feedback webhook.
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