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How Long to Travel Across Star Citizen: Realistic Trip Times

Travel time in Star Citizen depends on the route, the number of quantum jumps and the ship you fly. This guide walks through realistic examples for the current version.

A grey and red spaceship with a white stripe and a glowing star in a starfield, with a planet's curved horizon at the lower right.
In this article

Travel time in Star Citizen is the total of every quantum jump on your route plus the flying you do before and after. The jump itself is the fast part. It is a fast travel system that takes you across long distances in seconds [1]. Learn more in Long Range Patrol in Star Citizen: What to Plan For.

Quantum drives are built for this job. A quantum drive allows ships to cross vast distances of open space in a reasonable time [2]. Think of the jump as the highway, while the landing points are the exits you still have to reach.

Your clock keeps running after the jump, though. Once a jump ends, you still fly to your landing point and set down, and that flight is part of your total. Two routes with the same number of jumps can take very different times if one forces a longer flight at either end.

Treat every time in this article as an example, not a guarantee. Your result depends on your ship, your route, and the game version you are playing, so check your own run before you plan around a number. The examples show the scale of the trip, which is what matters when you pick a route. If a route feels slow, count the jumps and the landing flights separately so you can see which part takes the time. For the next step, see Long Range Patrol Ship Loadout: Weapons, Defense, and Utility.

How does quantum travel change the trip time?

Quantum travel is what makes a map this large practical to cross in one play session. A quantum drive lets ships cross vast distances of open space in a reasonable time [2]. For the next step, see Star Citizen Map Size: How Big the Playable Universe Really Is.

Trip times within Stanton

Moving between planets in Stanton takes 5 to 15 minutes per hop [3]. A hop is one quantum jump, so a single planet-to-planet leg fits inside an evening of play. If you only need one leg, you can often plan the whole trip before you launch.

Check the hop count on your route before you leave. That number tells you whether the wait fits your time, or whether you should split the trip into two sessions.

Longer routes

Routes with several jumps take longer, because each hop adds its own wait. Very long routes requiring multiple quantum jumps can take around 20 minutes [3]. For example, a route with three hops is a planned outing, not a quick errand. Related reading: How Many Star Systems in Star Citizen? Playable vs Planned.

Think of a long trip as a series of short waits with stops between them. That mindset helps you judge whether a route is worth flying today or better saved for a longer session.

Blue light streaks past a spaceship cockpit window as stars stretch into long lines during a fast jump through space.

What do realistic trips look like in practice?

Your jump does not end at your destination. A successful quantum jump puts you on the surface about 30 km away [4]. Plan for that gap whenever you time a trip, so your estimate matches what you will actually do in the game.

The flight down is part of the trip

Once you arrive, the next step is to fly down and land [4]. Treat that leg as part of the route, not as a bonus after it. The jump covers the distance, and the descent gets you to the spot you actually want.

Suppose your goal is a specific landing spot. After the jump, you spend time flying to that spot and setting down. If you only timed the jump, your estimate will come out too short.

Check the version before you time a route

Before you put a number on any route, check which game version you are playing. Write the version next to your estimate, so you can see which figures still apply after a patch. If the game changes, you will know which timings to redo.

A simple way to log your trip

Split your planned trip into steps: the jump, the arrival, the flight down, and the landing. Time each one on a short test run. Keep the numbers in a note, labeled with the version. That gives you a realistic estimate you can reuse, instead of a single guess you cannot check.

A pilot studies a glowing navigation screen in a spaceship cockpit while distant stars drift past the front window.

Why do older estimates differ so much?

Older numbers differ because they describe different ways of moving through the game. Check the version a figure belongs to before you rely on it.

The early 20-minute figure

Early developer statements said a trip across a star system could take roughly 20 minutes [5]. That number assumed an unhindered crossing, so it describes a clear path, not a route with stops, scans or detours.

Think of it like a road-trip estimate that ignores traffic. If you plan around 20 minutes today, you may be surprised once your real route adds steps you did not count.

Quantum Travel changes the picture

Quantum Travel in version 4.2 is a fast system that covers long distances in seconds [1]. Because it skips a slow crossing for much of the trip, a figure based on manual flight may not match how you actually move.

For example, compare a manual crossing with a quantum route between two far-apart locations. The first number tells you how long flying by hand takes, and the second tells you how quickly you can cover the same distance in the current build.

Compare figures by version number

Before you plan a route, check which version each time estimate was written for. Note the version next to every number you save, so you never mix an old developer statement with a current one.

A simple habit helps here: keep a short list with the route, the ship, the version and the time. When a newer patch arrives, you can see which entries need a fresh test flight.

How can you plan a faster trip?

Fewer jumps almost always means a shorter trip, so choose your route before you launch. Look at the destinations and pick the path that crosses the fewest planets and systems. Every extra hop means another jump and another landing to plan, so a direct route saves you the most time and effort.

Set your jump points before you leave

Setting jump points is the step that makes a planned route work in practice. The official beginner guide covers how to set jump points for your trip [6]. Do this on the ground, before you undock, so you are not hunting for a destination while your ship is already moving.

Plan your landing spot

Know where you will land before you jump. When you arrive, you still have to fly down and land, so pick a landing area your ship can reach without extra stops. If you are flying a small ship, check that the landing zone suits it before you commit to the route.

Learn the steps in the official guide

If you are new, read the official beginner guide before you plan a long route. It explains how to leave a planet, land at another station, use your quantum drive and set jump points [6]. Practice those steps once on a short trip, and a longer route will feel routine.

Check the game version listed on the guide before you rely on its steps, since jump procedures can change between patches.

What should you expect on your next trip?

For most trips, expect minutes, not hours, for each jump. A hop between planets in Stanton takes minutes, not hours [3]. A trip with one jump is usually a short wait, not an evening of flying.

Longer routes add time for each extra hop. Say your route has three jumps instead of one. You will spend time on each leg, then fly down to your landing point and land at the end. Plan for those steps, not just the jump itself, and give yourself a few extra minutes for every stop.

Before you trust any number, confirm it for your version. Check the patch notes or official pages for the version you play, and compare the date on any guide against them. A guide written for an older version may describe travel that no longer matches what you see on screen.

The one thing to remember is simple: the jump is quick, and the extra hops and the landing are where the time adds up. Your next step is to pick a route you fly often, count its jumps and landings, and time one run in your current version. Your own timing will tell you more than any figure in an article.

Sources

  1. How to Use Quantum Travel Like a Pro in Star Citizen 4.2

  2. Quantum drive

  3. How to Quantum Travel in Star Citizen

  4. How to Quantum Travel

  5. Traveltime in Star Citizen – General Discussion

  6. Star Citizen Beginner’s Guide #6: Space Travel – Community Hub