Star Citizen Ship Hangar Services: Repair, Rearm and Refuel Aboard Your Carrier
Keep your small craft supplied away from a station: supported hosts, cargo-grid supplies, service requests and the mistakes that stop a turnaround.
A stocked carrier can keep its small craft working far from a station. Here’s how to use its services—and what needs to be waiting on the cargo grid.
Coming home to a carrier with an empty magazine and a battered wing ought to feel like a reprieve. With Ship Hangar Services, the landing bay can finally do more than hold your fighter while everyone argues about the next destination. A compatible host can repair it, replenish its fuel and send it back out with ammunition, missiles and countermeasures.
The catch is in the hold. A player-operated carrier needs the actual resources aboard, and a mountain of cargo is no help if it is the wrong ammunition or the wrong missile. Getting a small group ready for another sortie can be straightforward; keeping a mixed fleet supplied takes a little more thought.
Already landed and looking for the service screen?
Remain seated in your vehicle, open mobiGlas and use Vehicle Maintenance Services. Select repair, refuel or restock individually. The host must support servicing, your craft must fit and be landed inside, and the required supplies must be on the host’s cargo grid.

Landing is only the first part
- Arrange access to the host. Trespassers are blocked from using its services. Being physically inside someone’s hangar does not grant permission to consume their supplies.
- Land fully inside a suitable bay. The servicing system is for a craft that fits aboard the supporting vessel. Hovering above an open hangar is not the same as landing in it.
- Stay in your vehicle and open mobiGlas. Use the Vehicle Maintenance Services app, as you would at a station or landing zone.
- Choose the work you need. Repair, refuel and restock are separate requests. There is no combined “All Services” action in the initial implementation.
- Check the result before departing. Make sure the fuel, ammunition or repair you requested has actually been supplied. Leave room for the next craft to land and for anyone already aboard to get out.
The receiving pilot makes the request. The host crew does not have to approve each transfer or perform a separate repair animation in the documented Tier 0 flow. Its job is to provide access, space and stock. That makes a quick stop practical for a friend’s fighter as well as for an organised group; you do not need a dedicated deck crew simply to use the feature.
Pack for the ships coming home
Fuel and repair material are shared needs. Rearming is more particular. Before loading the carrier, find out what the returning craft actually use: ballistic weapon sizes, missile sizes and missile types. A fleet of identical fighters is easier to provision than an assortment of fighters, bombers and ground vehicles, even if both groups contain the same number of pilots.
| Service | Supply aboard the host | The detail that can stop it working |
|---|---|---|
| Repair | Recycled Material Composite (RMC) | The repair request is all or nothing. If there is insufficient RMC for it, no repair takes place. |
| Hydrogen refuel | Hydrogen fuel | Quantum fuel cannot substitute for hydrogen. |
| Quantum refuel | Quantum fuel | Hydrogen cannot fill the quantum tank. You can request a full tank or a specific amount. |
| Ballistic rearming | Ammunition of the appropriate size | The ammunition size must match the weapon being supplied. |
| Countermeasures | Decoy and Noise supplies | These are separate varieties; the same respective types are shared across ships. |
| Missile restocking | Compatible missiles on the cargo grid | A partially occupied rack needs the same missile type. An empty rack can accept a missile of the correct size. |
Put the service resources on the host ship’s cargo grid. Supplies sitting in a station inventory or carried inside the visiting fighter are not the host’s servicing stock. The feature introduced ammunition and countermeasure commodities alongside fuel and RMC supplies, with missiles also able to be placed on cargo grids.
A half-empty missile rack deserves particular attention. The correct size alone is not enough when the rack still contains another missile type. For example, bringing an assortment of same-size missiles does not mean every returning rack can be topped up. Match what the group is flying, or make an intentional loadout change before the operation.
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Which ships can provide hangar services?
The initial supported roster covers the Aegis Idris variants, RSI Polaris, Origin 890 Jump, Origin 600i, Anvil Carrack, MISC Starlancer TAC and Drake Ironclad Assault. The launch documentation gives these supported hosts the same categories of servicing; it does not give them interchangeable hangars.
A Polaris can welcome a small craft into its flight bay. A vehicle bay has a different purpose and much tighter physical limits. The 4.8 release notes specifically identify the 600i Explorer and Carrack for servicing ground vehicles that fit. Do not read “600i” as a promise that every interior variant can accommodate the same vehicle, or turn a cargo-capacity figure into a fighter-fit guarantee.
The Ironclad Assault’s launch Q&A gives it a particularly useful distinction: its initial servicing area is ship-wide, allowing ships and ground vehicles within it to use the feature. That applies to the Assault; it is not a reason to assume the standard Ironclad has identical facilities.
The later Gatac Tyilui also supports repair, rearm and refuel for its snubs. Its 96 SCU cargo allowance serves both ordinary cargo work and the resources needed to sustain those craft. A small carrier has to make that storage decision too: space committed to freight is space you cannot fill with another load of service supplies.
This is a supported starting roster, not an exhaustive fit chart for every vehicle combination or a claim that every ship with a hangar offers servicing. Door clearance, usable floor space and the ability to land still matter. Leave a workable route through the bay instead of planning around the greatest number of hulls that can be squeezed inside.
When the request refuses to go through
Start with the conditions that the carrier can actually satisfy. Are you landed, seated in the vehicle and using a host with servicing support? Are you authorised to be aboard? Is the correct stock on its cargo grid? For repairs, enough RMC must be present for the whole request. For rearming, check the ammunition size and the contents of any partially loaded missile racks.
The initial system allows multiple vehicles to be serviced at once, with available physical space as the limit rather than a defined queue of service slots. Another craft being in the bay is therefore not, by itself, an explanation for a rejected request. It can still block your landing or escape route.
If those requirements are met and the app still will not complete the job, do not keep loading unrelated supplies in the hope that one will trigger it. A service failure can be a game issue. Our repair, refuel and restock troubleshooting guide covers the broader checks and known limitations without treating every failed request as the pilot’s fault.
A carrier’s useful work happens between sorties
For a regular pair, the appeal is simple: one pilot can return to the other’s ship and get back to work without both breaking off for a station. For a larger group, a support vessel becomes somewhere to regroup while the next fighters or ground vehicles prepare to leave. Neither arrangement requires everyone to fly the same ship, but both benefit from agreeing what supplies to bring.
Keep the reserve stock in mind as the operation goes on. The first craft through the bay can be easy to service while the next finds that the RMC or its particular missiles have gone. Tier 0 does not provide the planned full service-management terminal, detailed stock-reservation controls or a mature permissions interface. Those are future features, not jobs you can hand to a crewmate today through an imaginary console.
The AI Idris Tranquility provides a combat example during Tactical Strike Groups: ships that fit can return to it for repair, rearm and refuel while the fight continues around the station. Protecting the support ship keeps that option open. A player carrier brings the same attraction to a group’s own plans, provided someone has remembered the cargo that makes the hangar useful.
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