Engineering is currently in Tech-Preview and the community is buzzing. I picked some highlights.
https://www.reddit.com/r/starcitizen/co ... eplay_leakk_Atreus wrote:Video from SC PIPELINE Discord.

ScrubSoba wrote:CIG did say that the reason engineering was so much delayed was that it no longer fit their new standards for new features in terms of functionality and QoL and such.
And seeing this, yeah, they've worked on improving this a lot based on what they said we'd originally get with 4.0. That's some exciting stuff, and the UI looks really good.
k_Atreus wrote:And people forget that only a few ships were meant to have engineering in the first release. They've already converted over 70 ships, including big ones, so it's already way more fleshed out than a year ago :)
upazzu wrote:Seems complex enough you might wanna hire a good engineer.
TagariusKhan wrote:Are we gonna get ship manuals? I think I might need one to understand what is happening.
BulTV wrote:Zeus CL Ship Parts: 9
Connie Taurus Ship Parts: 52!!!
Engineering gonna be a disaster for solo players, who bought ships for multiple players. :D
CaptFrost wrote:I just hope they remember they sold some larger ships explicitly stating smaller crew requirements (i.e. 1-2 for C2 Hercules, or 1-3 for an M2 Hercules, or 1-2 for the Liberator due to extensive automation of systems) and don't turn around and turn them into clusterfucks just due to their size.
For instance, I got a Carrack knowing full well they intended 4 to be the minimum crew. I'm fine with that, I expected it to be something I mainly or even only used when playing in a group. I did NOT get a C2 expecting needing an entire crew to operate one because that's not how they sold it.
skydevil10 wrote:If you can extinguish fires by venting the room by opening the doors to space...
Then all my years of playing FTL has prepared me for this moment.
Ruadhan2300 wrote:I expect that anything up to around Corsair/Constellation scale will be soloable, but maybe start benefiting from having someone else to run around dealing with fires and problems.
I seem to remember hearing that fighters would have MFDs for some of this stuff, so you can handle it from the pilot seat, and I expect that a lot of that functionality will be available from the cockpit of larger ships too.
Putting out fires is something you encounter when you have a ship with an interior large enough to have fires.
Pretty_Wall_2725 wrote:In basic day to day use you should see no difference out of combat, in combat it should be the death of solo caps as an attacker can basically just repeatedly set them on fire and slowly burn the ship down.
It’s important to note that in the video they are trying to purposely fuck their components up and this wouldn’t be indicative of actual day to day wear and tear.
Livid-Feedback-7989 wrote:People will adjust. We playing solo, we will learn to be more cautious, avoiding unnecessary combat and so on. It will be fine. The game will change, ye.
Nobody would bat an eye if this was in the game from the start and we would learn to work with and around it from the start.
cvsmith122 wrote:Why do people decide to leak this stuff, like do yall not get what a NDA means?
Kumquat_Karl wrote:The secret testers club is leaky
so we made a special secret testers club, but that was leaky too
so we made an extra special secret testers club, but that was leaky too
so we made a hyper extra special secret testers club, but that was leaky too
so we made a super hyper extra special secret testers club and are we just not going to learn that using non contracted players as focus testing groups and hoping for them not to be leaky does not work in reality?
Available-Trust4426 wrote:But :(
Zulakki wrote:I've been playing this too long to have any faith this will work, but fingers crossed.
Are the elevators working yet btw? Or the ladders?
https://www.reddit.com/r/starcitizen/co ... j/i_had_to
(Evocati NDA) Star Citizen Alpha Engineering Tech-Preview Playtest!
https://www.reddit.com/r/starcitizen/co ... ngineeringZeGaskMask wrote:Finally, fully 3D FTL is here.
DeadSuperHero wrote:Finally, a reason for the SRV to exist! I could imagine players initiating contracts to have their ships towed to a port for repairs.
Mr_Nobody9639 wrote:So what we need now is a R2D2 astromech droid to repair stuff while we're dogfighting.
logicalChimp wrote:The SQ42 Mission Disk has evolved - and become the SQ42 sequel (and iirc yes us early backers do still get it for free).
artuno wrote:From what Evos have said regarding singler seaters, this is technically in. Single-seater fighters have a one-time-single-use repair button for components that fully break.
DJNaviss wrote:Wow, only disappointment I see is lack of armor.
GuilheMGB wrote:But "Armour of ships is not yet in (did not make it in time)" means it really wasn't too far.
grizzly_chair wrote:Pyro solar flares didn't make it in time...
CombatMuffin wrote:I mean, Engineering was supposed to be in last December... so "almost in" in CiG time can mean forever.
psidud wrote:I really don't think it's going to be as problematic as you think.
A Connie won't lose its guns or shields. The pilot inside won't be without a space suit. So unless the large ship is in a prolonged combat situation against another multicrew ship (which has crew), or some PVP scenario, the procedure will just be:
- vent the ship/ turn off life support to stop fire from forming
- pew pew
- take a break and repair ship and turn on life support.
It may require the storage of multiple spare parts, which could get expensive, but that's about it.
godspareme wrote:Was honestly not expecting to get engineering gameplay with all the features attached. I expected to get relays first. Then component repair. Then heat and life. Then fire.
Good to see they are implementing a major feature in a mostly complete state. (Which is what they promised a bit ago).
Avean wrote:The amount of complexity this will add to an existing insanely complex game... breathable atmosphere, fire spreading, vents of the ship will affect this, components relying on each other. In one way I think it's awesome CIG has the balls to implement something like this in a MMO, but at the same time... will it make the game even more time consuming and not fun?
Definitely excited about this, but also damn impressed if they pull off this kind of complexity in a big game like this.
CustardFromCthulhu wrote:Why leave a ship un-vented? Do an Expanse when you enter combat. Much safer.
Naive-Eggplant-5633 wrote:They haven't said anything about it in this version of engineering but this eventually will also tie into the resource system where your suits will consume resources probably some kind of battery charge mechanic and if you have your helmet on it's going to drain your suit's battery generating life support so ideally you keep your life support on your ship and your helmet off until it's necessary to put it on.
Wyldren- wrote:In the future you wont be able to fly with backpacks on or heavy armor and you will be limited with medium armor. So light, medium and flight suits don't hold up in cold temperatures or have a lot of oxygen. One of the big features, suit lockers, lets you change between sets quickly.
Last talked about in last year's CitCon during Dress to Kill presentation:
https://www.youtube.com/watch?v=dvzitYTukmQ
Amaegith wrote:Well, in reality you wouldn't do it because your components couldn't transfer heat without atmosphere, thus making them overheat and fail. Not sure if they are planning on doing that in game, but that would be the reason for it.
Narahashi wrote:It'll ignite the moment you want air again, and I think the air suits have is limited.
Mondrath wrote:Seems engineering will create a shift in the meta of ship combat where everyone and their uncle are going to be running ballistics builds so they can just knock out components or light them up; doesn't really matter how good a pilot you are if someone gets a good ballistics shot on you, sneaks up on you (stealth) or just fires first and trashes your powerplant or sets it on fire.
Maybe they are going to make shields mitigate more ballistic damage than now?
The_G0vernator wrote:Don't get caught lacking. A lot of the time in real fights, the one who gets off the first shot is the one who wins.
jonneymendoza wrote:Armour system will mitigate that concern you have BTW. You won't be able to one-shot a TAC for example unless your ballistic cannon is a size 6 or above.
You'll be able to one-shot a Gladius in say a size 4 or 5 but those guns are normally on heavy fighters, not if it's a Gladius vs Gladius fight. The ballistic will take a few shots to damage your hull armour.
An_Educated_Squirrel wrote:I believe there was one of the early CitizenCons where 3 hornets attacked a Constellation. They fired a missile at it, and the missile tore a hole into the side of the Constellation and sucked Chris Roberts' character out into space by accident. I am hoping something similar to that will be possible after engineering is out.
Dumbest_AI wrote:What is the armor that didn't make it in? There's been no talk of Maelstrom, so is it just a value?
gattsuru wrote:The last big ISC on engineering said that it would act to reduce the penetration from ballistics, and be eaten away faster by energy weapons. So still a magic number, but one with better integration with the engineering systems instead of just space health points. And we have no info on whether that's still the implementation goal.
https://www.reddit.com/r/starcitizen/co ... ngineeringPiNkiEnl wrote:TECH-PREVIEW: EngineeringDe Bilt is based on the previous TECH-PREVIEW.I first tried out the Carrack. I stood in front of the Terminal and was completely overwhelmed. The first thing that opened was a view showing all the rooms with their temperatures. I saw around 30 rooms or so — the entire screen was filled with symbols. So I tried to get a bit of an overview of what everything was.
In the top left, you have a display showing three values: life support, cooling system, and full power. On the right side, you get notifications. Below that is the actual Terminal you work with, which also has three tabs on the left side.
- The first tab is a new feature that lets you control all the doors and similar systems.
- The second tab is the one we already know — it’s for managing energy.
- The third tab is for setting up configurations. You can create multiple setups and save them however you like.
At the bottom, there are five new buttons:
- The first shows how the power lines are routed.
- The second shows all the doors.
- The third shows all the components.
- The fourth shows the temperatures in all rooms.
- The fifth shows which components are damaged.
All the way to the right, there’s a button to lock and unlock all doors.
So I was inside the Carrack and honestly a bit overwhelmed by everything I was seeing. I started playing around with the doors — you can open, close, and block them all independently. Then I moved on to the rooms, where you can toggle whether air is supplied or not. I’m not sure if it worked or if it was because I was still on Area 18. But you can at least see the temperature and status of each room.
Then I checked the components, and some were damaged. Everything was displayed clearly and nicely.
Because it all felt a bit complex, I thought about trying a smaller ship — the Cutter. Unfortunately, the buttons didn’t work to open the door. So I grabbed my railgun and shot the door. The effects are new too — the impact was really beautiful, a perfect round hole. I probably caused too much damage with that one shot, because the components caught fire. I grabbed a fire extinguisher to put it out.
Then I took my multitool to try and repair the components. There’s a new interface showing which component it is and how much damage it has. Unfortunately, I couldn’t refill my multitool to test the repairs.
After that, I tried two other ships — the Cutlass Black and the Hull C — but they didn’t work. (We were already told that only about 70 ships are currently functional.)
Then I tried the Corsair. That was much more manageable. I ran the same tests again. This time, I also shot at components to set them completely on fire. The fire kept growing, and the temperature rose significantly. I also tried a few tests to remove the air from the room, but that didn’t work either. Not sure if it’s broken or if it’s because I was still on Area 18.
Luckily, the damage wasn’t too bad, so I tried flying out to space to repeat the test. I flew upward, and I’m not sure what happened, but suddenly the ship lost all power and I crashed.
I reclaimed the same ship and tried flying farther away using a Quantum Jump. As I was flying, I noticed the temperature rising in the bottom left corner. I was about to report it as an issue, but after the Quantum Jump, my entire ship shut down. I walked to the engineering terminal and saw that the power plants were over 200 degrees. Luckily, the temperature was already dropping. I went back to the pilot seat, and suddenly I had power again on all systems. I scrolled through the settings and saw that the cooling system was turned off. I turned it on, and the problem was solved.
I was heading to an ASD Facility to refill my multitool so I could test component repairs. But when I landed, the hangar disappeared and I fell through the ground. After logging back in, I kept getting server errors. After an hour, I unfortunately gave up.
My overall impression: it’s insanely cool. And the gameplay for engineers is really starting to get fun.
Ilves7 wrote:So the Expanse combat method of making every room a vacuum and wearing space suits is going to be valid in SC?
Warior4356 wrote:No because your components will overheat. It’s a temporary measure only, the devs don’t want this to be the meta.
Zenben88 wrote:Oddly that's realistic though. With no air for convective cooling, components designed to work in a pressurized environment would absolutely overheat.
adderx99 wrote:Inside Star Citizen: Alpha 4.0 - Engineering
https://www.youtube.com/watch?v=h8fKhnphE68
This ISC is a year old, but very much looks and feels like this playtest. There's a few minor graphical changes to the presets, as well as a new MFD screen for the pilot that I didn't see in the video (edit, it's at 4:18), I will say that ships are starting to feel a lot harder to manage on your own. It feels like there will be a HUGE skill difference between someone who doesn't know what they're doing, vs someone who sorta knows how the systems work, vs someone who knows 'this' ship, inside and out.
I'm starting to think that combat solo will be scary.. and you're going to WANT to hire someone to crew your ships... Will anyone WANT to be your engineer? It's going to be a special breed.. like medics. I'm starting to re-think my ships and where components are, and how many coolers/power plants there are... redundancy will be king. Things currently feel like they go from "A-Ok" to "Oh $!%# the Power Plant's on fire" really fast.
logicalChimp wrote:Might also give a slight advantage to folk who stick with a single ship, vs those that hop to the current 'meta' every time it changes, etc...
xensu wrote:Cool to actually hear that you were a bit overwhelmed by the Carrack. Makes me hopeful there will be some depth to it. Does the door tab allow you to keep certain doors open permanently? Can you configure the doors and save it?
FrankCarnax wrote:Would be pretty convenient to be able to lock doors open!
djsnoopmike wrote:Aaaaaand inevitably someone's going to forget that fact and vent their whole ship out in space while not wearing a helmet.
Once this update goes public, Wuxry will have so much material for his Clip of the Day series.
WITH_THE_ELEMENTS wrote:Well, I imagine with large enough ships, it will be important to have a plethora of engineers. The sheer amount of things happening in the larger ships during combat would be impossible for one person to manage. In that way, there will be a nice skill ceiling because better engineers will be better at managing more ship space and delegating repair tasks.
Electrical-Builder77 wrote:Fantastic write-up. I was able to get a bit of testing as well and was able to kick off a few fires on the Prowler. If someone wants a close representation, I would recommend watching the Inside Star Citizen: Alpha 4.0 - Engineering episode.
Luckily, I was able to find full canisters for the Cambio-Lite at Tammany & Sons. They listed 2 variants (One full, other empty) where both are the same price and naming. I would check the other refining/mining locations that sell equipment to see if they are available.
Altheos007 wrote:Look like we get physicalised dmg with engineering. At least the T0 of Maelstrom. John Crewe told us it was linked to engineering.
JesusIsAliveAmen wrote:This is where the fun begins.
ScrubSoba wrote:I like how based on everything I hear about the tech preview, they have added a lot of QoL and such to what they initially planned to ship with 4.0.
And it fits with what they said, their standards for new features were increased, and so they wanted to work more on engineering.
wesleyj6677 wrote:Now everyone needs to find their Scotty.
ZealousMajestic wrote:Really good writeup - it was great to hear how each bit worked and how you explored it all.
The bit about the cooler being off and it causing the power loss is amazing - it's really exciting to imagine having this in game!!
I like that the engineering component sounds deep, and that being an engineer on a bigger ship might actually be something you need to learn about and gain experience of, just like dogfighting.
It really makes me hopeful for engineering!
-Smurfyx- wrote:To recharge an empty multi-tool, simply scrape the hull of a ship.
PiNkiEnl wrote:I know. I told you it doesn't work ;)
ThatsTotallyLegit wrote:Can't scrape in the hangar anymore because people were farming RMC that way, which would be why you could not sadly.
If I recall correctly filled canisters can be purchased at most landing zones, though.
f4ble wrote:The amount of energy that goes into figuring out how not to play the game is quite amazing. Farming RMC in a hangar... ok. Sounds fun.
Hironymus wrote:You have to leave your hangar and go somewhere outside the armistice.
ClubChaos wrote:If doors fail can we pry them open manually? This was one of the most requested features in the engineering feedback thread when we did the AC module.
If this isn't there it means on some ships you can still lock crew inside the bridge.
PiNkiEnl wrote:When the power went out I had to shoot the doors open.
darkestvice wrote:Oh, I'm not sure if you answered already, but do pilots get access to some sort of maybe limited Engineering panel themselves? Solo ships would suffer immensely if pilots can't rapidly adjust things in a stressful situation without leaving their seats.
logicalChimp wrote:Pilots get the simplified power-control panel...
... but I don't think they're intended to get the other capabilities (simplified or otherwise). They may get a status screen (so they can tell if something is on fire, or if a component is damaged / destroyed), but they likely won't be able to do anything about it from their pilot seat.
(note: this is my speculation based on what CIG have said/shown in the past, rather than any personal experience with the current Tech Preview).
PiNkiEnl wrote:The pilot and co-pilot also have access. To something similar, but a much more simplified version.
rummyt wrote:FTL IN SC... LFG!!!
divinelyshpongled wrote:I feel like this is just going to add sooooo many places where bugs can creep in and just brick your ship randomly... the more moving parts they add to the game, the more fail points there are to ruin your day, and if everything does work as intended it'll absolutely tank the servers... great idea but can't imagine it ever working as intended.
logicalChimp wrote:Bear in mind that engineering it an iteration/evolution of their existing 'Pipe' system (which has been running for years). There is zero reason why Engineering would 'tank' the servers.
At the same time, systems like this are surprisingly simple underneath - the complexity and headaches are usually in the UIs to display the information in a consistent way, and wiring in the (remote) controls, etc.
So whilst I have no doubt that there will be bugs in the initial release, equally I don't think it'll be 'impossible' to make stable/functional.
Of course, if you're still trying to run a multi-crew ship on your own, then yeah - even if it works 'perfectly', engineering is gonna add a lot of new ways to 'ruin your day'... almost as if CIG want multi-crew ships to be crewed by multiple people.
Tebasaki wrote:Sounds like progress! Great update that will cripple ships for many patches to come but progress! Tbh I thought it was going to just be fuses but they're really going all Scotty on this one!
fishyfinger81 wrote:I wonder if you can damage the engineering station itself?
Probably not. It would be too awesome. You have to play
Starbase for this.
Present-Dark-9044 wrote:Be nice to finally find out what ships are good for solo and duo, be nice to sort my fleet properly.
That's where my sorting vehicles into ranks comes in. I've already pretty much done this, and will be able to fine-tune it as we get to know engineering.
Few_Crew2478 wrote:This makes me wonder how setting configurations will affect things like EM/IR emissions. I hope there is a measurable effect of shutting systems down strategically to minimize your emissions for more emergent stealth gameplay. My hope is that by using the engineering terminal in this way will give you more options to lower emissions or boost other systems more so than the static effects of power management that the pilot has.
Obviously this doesn't mean much for already stealthy single seater ships, but for something like a Paladin, outfitting it with stealth components and strategically powering down systems to allow for a proper stealth approach/ambush would be really really neat and would provide a much needed element to multicrew gameplay.
yomancs wrote:We'll need at least a very simple autopilot for ships that are like the size of the Cutlass. We need the ability to set altitude, heading, and speed so we can fix things in the back of my favorite rust bucket, while on the go or running.
RebbyLee wrote:Can you scan for intruders? By way of their body temperature or expenditure of oxygen so the CO2 levels are rising (they use that method to scan trucks for stowaways who try to cross the channel between France and Britain).
DeathWalker1336 wrote:When I heard you can remove oxygen from certain rooms and lock the doors for those rooms gave me a idea if a person gets onto your ship you can lock them in a room and turn oxygen off in that room making them suffocate to death or I hope they make it were you can pressurize an airlock and fling the person out the airlock would be awesome.
guimas_milhafre wrote:Thanks for sharing your experience.
I have a question that I don't was ever talked about by devs that to me is the first thing that comes to mind what happens when, for example, you're in a vented room and open a door to a room with atmo, and vice versa?
Is there any visual clue near or at a door to inform the state of the atmo behind that door?
PiNkiEnl wrote:No, only the engineer can see that via Terminal.
https://www.reddit.com/r/starcitizen/co ... nt/nlz02foMetalMonkey939 wrote:Ooooh, will we get it by end of year?
Speckwolf wrote:Depends a lot on what year you mean.
That's the only problem. Since they kept all this out of CitCon, it means they probably don't plan to add it in 2026. Unless it's one of the surprise additions they mentioned. We'll see.