Star Citizen Alpha 4.8 Q&A: Ship Hangar Services and Command Module
A rewritten rundown of the Star Citizen Alpha 4.8 Q&A, covering Ship Hangar Services T0, supported ships, service rules, and the new Command Module.
What is Ship Hangar Services T0?
All three services draw from real resources on the host ship's cargo grid. Refueling consumes hydrogen and quantum fuel. Repair consumes RMC. Rearming consumes ammunition, missiles, and countermeasures. Nothing is conjured from nothing — if the host ship hasn't stocked the right supplies, it cannot service the right needs. To support this, shops across the verse now carry new countermeasures and ammunition commodities, and missiles can now be stacked on cargo grids. Cleaner storage for stacked missiles is in development.
What does T0 mean in practical terms, and what can players expect from the feature at launch?
In practical terms, this means cooperative play is the primary use case at launch. Org fleets and groups running operations together will get the most from T0. The more sophisticated tooling — the ability to set prices, restrict access, and manage your inventory in real time — is confirmed for future iterations, but what's live today is already a significant step forward for fleet coordination.
Which ships offer Ship Hangar Services at launch, and do they all provide the full suite of repair, rearm, and refuel?
All supported ships at launch offer the same full range of services — repair, rearm, and refuel. There is no partial support in the T0 roster. If your ship is on the list, it can do all three.
Players are familiar with landing zone servicing — what's different about how Ship Hangar Services works in the field?
The meaningful difference is location. Being able to repair, rearm, and refuel in the middle of an operation — without pulling a ship out of the fight to run back to a station — changes the tactical picture considerably, particularly for extended multi-phase operations like Tactical Strike Groups.
If I only need fuel and not repairs, can I request just that? And is there a quick option for the full package?
An 'All Services' quick-select button was planned for T0 but did not make the cut. Each service must be selected individually at launch.
How quickly can Ship Hangar Services turn a ship around?
How many ships can be serviced at once, and is there any queue system?
For crews who want to lean into the support role, what does running Ship Hangar Services look like in practice?
Once underway, the role involves purchasing, loading, monitoring, and maintaining the right supplies in the right quantities. As monitoring tools are added in future iterations, this becomes a dedicated bridge role with real operational weight.
How do payment and compensation systems develop within Ship Hangar Services?
The full vision is a dedicated Service Terminal giving operators complete control over pricing and permissions — different rates for org members versus strangers, approval workflows for unknown players, and the ability to lock portions of inventory away from service use.
Does the system distinguish between an invited guest and an intruder when another player enters your hangar?
What does the vision for Ship Hangar Services look like beyond T0?
What is the Command Module?
When connected, the Command Module assumes control of the host ship's systems — power allocation, management functions, and more are all handled from inside the module rather than from a fixed bridge. When detached, both ships become fully independent, each operated by its own crew.
What can the Command Module do when detached?
When docked, its own systems are suspended and it takes over management of the host ship instead. Detaching hands those functions back to any remaining crew on the main hull, and both vessels operate entirely separately from that point. The practical applications range from tactical command retreats to leaving cargo operations running while the captain handles business elsewhere.
How has the Command Module changed since it was originally envisioned?
Does the Command Module have a docking collar allowing it to connect to other ships?
If someone detects my Command Module, can they trace it back to the main hull?
If my Command Module is docked and someone boards my ship, can they steal it?
What improvements and updates have been made to refueling mechanics in Alpha 4.8?
The overall process is now automated from the moment the correct pod is open. Flow speed is defined by the nozzle, with the fuel pod type applying a modifier on top — giving operators meaningful control over transfer rate.
Docking has been updated — how does that change the experience?
Once a docking request is accepted and ships close to the appropriate distance, autodocking initiates automatically — the receiver docks onto the fuel giver's hull. The manual approach and alignment phase is removed from the process entirely.
What types of refueling contracts can players expect at launch, and are there prerequisites?
Can players take on multiple refueling contracts simultaneously?
Can refueling contracts be tackled as a group?
How does payment work for refueling contracts?
Alpha 4.8 introduces refueling beacons — how do they work?
Player-to-player beacons are confirmed for a future update, turning refueling into a reactive, emergent service role.
What does a career in refueling look like for players who want to specialise?
Refueling contracts will expand to cover more ship types and new equipment for your own vessel. When player-to-player beacons come online, the role shifts from contract-following to on-demand response — answering urgent calls from stranded pilots anywhere in the verse.
What role does the crossbow fill in Star Citizen's FPS arsenal?
Where conventional weapons compete on rate of fire, ammo economy, or reliability, the crossbow competes on single-shot impact and stealth. It is the weapon of choice for players who want to operate quietly and remove targets before anyone knows where the shot came from.
Is there a lore reason for a crossbow existing in a spacefaring future?
The result is a weapon that looks anachronistic but was chosen deliberately for what it does better than any alternative: operate without announcing itself.
How can players obtain the crossbow?
Players who took part in the Shroud of the Avatar promotion have a special variant waiting for them — check Spectrum for claim instructions.
What can players expect from the crossbow in terms of range and damage output?
The trade-off is significant: the crossbow also has the harshest projectile drop and lowest projectile speed of any stocked weapon. Range shooting requires reading drop and compensating for travel time — it rewards players who have done the work to understand its behaviour.
How does the crossbow hold up across different combat scenarios?
Does the crossbow have a headshot or precision damage mechanic?
Beyond raw damage, what advantages does the crossbow offer over conventional weapons?
Can bolts be retrieved after firing, and what types are available?
Can the crossbow be used in zero gravity or EVA situations?
What is the plasma grenade and what niche does it fill?
This changes how chokepoints function. A corridor, doorway, or room that was previously a challenge to control becomes controllable. The grenade does not kill instantly — it applies pressure. Enemies who hold position die slowly; enemies who move expose themselves.
Where can players get the plasma grenade?
What should players know about blast radius and damage potential?
The grenade detonates on contact, which means placement accuracy directly determines effectiveness. A grenade that lands centrally does considerably more work than one dropped at the edge of a group.
What does smart deployment of the plasma grenade look like?
Is the plasma grenade hand-thrown only, or are there other deployment options?
What happens when a plasma grenade detonates inside a ship?
The more significant implication is coming in a future update: CIG have confirmed the plasma grenade is intended to create fire hazards inside ships, adding a new dimension to shipboard combat. The engineering team responding to a fire triggered by a hostile grenade while the rest of the crew is under attack is exactly the kind of multi-layer situation that makes Star Citizen's FPS combat distinct. That mechanic is not live yet, but it is targeted and confirmed.