Community Event / Creation Buckyball Racing Club presents: The Kessel Run (31.10 - 15.11)

Race Profile for VoiceAttack

The .vap file is available on pastebin.com here. Some relevant notes:
  1. I run Fullscreen: Borderless; Resolution: 1280 x 720; Quality Preset: Low.
  2. By default the "Target Next System in Route" control is not bound to a key, but I have it bound to the forward slash key (/).
  3. I'm running VoiceAttack version 1.5.8.
Also note that this is set up for my specific Hauler loadout, which looks like this:
ebQvPBM.jpg
Here is what each macro does:
  • F3 -- Restart Race
    • resets a variable that's used in the "Nav to Next System" macro;
  • F4 -- Leave Outpost
    • retracts landing gear;
    • selects next system on route;
    • set thrust to 100%;
    • execute Double Boost macro;
  • F5 -- Double Boost
    • boost;
    • set thrust to 100%;
    • wait 12 seconds;
    • boost;
  • F6 -- Request Docking
    • assumes left panel is on Navigation tab;
    • focus left panel;
    • select Contacts tab;
    • request docking;
    • return to Navigation tab;
    • unfocus left panel;
  • F7 -- Check In
    • take screenshot;
    • enter hangar;
    • open system services;
    • move mouse to neutral position;
  • F8 -- Repair and Refuel
    • assumes system services is open to HOME;
    • repair all;
    • refuel all;
    • close services;
    • launch;
  • F9 -- Nav to Next System
    • assumes GalMap is open to Navigation tab;
    • assumes View to be Realistic;
    • set focus to search bar;
    • evaluate previously navigated system;
    • type next system name;
    • skip remaining evaluation code;
    • if no previous system, type first system name;
    • click 'Plot Route' button;
    • position mouse over 'Exit' button;
The startup sequence is:
  1. Reset the race (F3).
  2. Open GalMap.
  3. Nav to Next System (F9).
  4. Open system map for the first system.
  5. Navigate to the first station.
  6. Close maps.
  7. Return to Surface.
  8. Take Screenshot.
  9. Launch.
  10. Navigate to first station.
The Station Visit sequence is:
  1. Drop into system space.
  2. Double Boost (F5).
  3. When in range, Request Docking (F6).
  4. Dock.
  5. When docked, Check In (F7).
  6. When system services is open, Repair and Refuel (F8).
  7. When ready to launch, Leave Outpost (F4).
I usually use the "Nav to Next System" macro (F9) while supercruising to the current system's destination, but will wait until after Launch if the station is very close to the system's entry point.

edit: the difference between my loadout and Alot's is that by sacrificing 1.24 LYs per jump with the A-class power distributor, I can double boost with every approach and launch. Maybe that's not a good tradeoff, but it feels better. :)
 
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@Stern Winter: Beautiful ceremony, thanks for organizing this race. Next time I expect Alot and Kliggson to start with a handicap of say,...20 hours?
Hey now.. Alots on another level, we are all racing for second place. The only reason I won the last race was because Alec handicapped him into flying a type 6.
The solution is clear .. lets just get Alot to host all the races ;)

I (still) don't have video capture properly set up, so I can't show my Cobra's winning run
Ive found Razor cortex to be free and good. better than the AMD raptr thing that doesn't work with my elite.

Dear fellow racers. We are gathered here to pay homage to and celebrate the skill and tenacity of the best amongst us.
Cheers Stern, well hosted and Congrats to Alot and FurryCat. Long live the buckyball!
 
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Lessons learned.

Now that the race is over, the virtual medals bestowed onto the best of the best of the best and the after-party venue in George Lucas cleared of empty bottles and hung-over CMDRs, we come to the evaluation of the event, so the next Kessel Run will be better.

What do you think went well and what could be improved upon ?

I'll start:

- Don't try to read the faint map coordinates of the systems from the GalMap on the TV screen 4 meters in front of you - you WILL get it wrong. Use EDDB in stead.
- Consider dropping the Sidewinder event - it's too long to be fun, so not many people are participating. Admission cost (buying and outfitting the racing ship) didn't seem to be an issue.
- Consider buffing the Reg. Cobra specs and add another class, perhaps a Reg. Hauler.
- Take the time to produce prettier graphics.


Your turn - bring it on.
 
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What do you think went well and what could be improved upon ?
- Consider dropping the Sidewinder event - it's too long to be fun, so not many people are participating. Admission cost (buying and outfitting the racing ship) didn't seem to be an issue.
- Consider buffing the Reg. Cobra specs and add another class, perhaps a Reg. Hauler.
- Take the time to produce prettier graphics.
yes, yes and the BRC design team is at your disposal if you haven't the time or if you need any help tarting anything up.
if we can somehow blow up kessel legacy.. itd be a better race.
 
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yes, yes and the BRC design team is at your disposal if you haven't the time or if you need any help tarting anything up.

Thanks for the offer. I don't expect everyone else to have more time at their disposal than I do, so I usually wouldn't ask.

if we can somehow blow up kessel legacy.. itd be a better race.

I think i saw a great offer on Death Stars last time I was near Achenar. I'll see what I can do :D
 
Although I like the idea of regulation classes they were too strict for this race. For a shorter race they would probably have been fine but the lack of decent fuel scoop and FSD just made it too painful. I'm not surprised there were few entries.

I understand the reasoning behind keeping the regulation classes cheap enough for newer players to participate and again for a shorter race that would have been relevant. For a race of this length, however, the course is probably intimidating enough that newer players are unlikely to have been entering anway.

We already discussed broader class definitions so I won't rehash it here.
 
Shame for my Sorry Excuse being the only ship without a shiny paintjob, I thought she wasn't supposed to go under the spotlights...but she demonstrated to be a performer, she earned a more fitting name for the next race, something like "Millennium Faulcon" or "The Little Ship That Could" maybe :p
Nope, the Sorry Excuse wasn't the only one without custom paint. After I found out that the "Tin Can" looks exactly the same without the stock paint I just kept it off for weight reduction. Skull decals though. She has at least to try looking cool. :D


After watching Alot's video, I see how much there's to learn to go from planet hugging to proper planet braking...and even that I really should not have gone for that 4t fuel tank on my Hauler...well, everyday is a new lesson, thank you all and congratulations to all competitors, see you at the next starting line :)
2t is definetly the way to go on the Hauler. It seems every ton less is about 1,5ly more!


1. Layout Alec Turner's hunch on the fuel tank size was right. After my first run I dropped my tank size from the std 16T to 8T, along with a couple of minor module changes (thrusters and shields to D) and this made a difference of 6 jumps less in total from 74 down to 68.
What are shields? :D
In my case, dying was a 50s loss ("luckily" died after undocking). So really worth saving two or more jumps, although the weight may be less significant in the cobra.


4. Interdictions - I found the worst system for interdictions was HIP 18609 (Kessel Legacy) - lots of aggro police there it seems! In this system you jump to the first star and the station is at the second star. What I would do is fly to the second star at a few degrees below the plane. There is a fair bit of traffic (incl police) between the stars, which I was flying underneath, so wasn't bothered by them. I would go till I'm almost directly under the target planet and pull up hard in SC, go hot past the planet and loop in fast. I got this timing right only in my last run and it was the only one I wasn't interidicted in. :)
Found HIP 18609 to be the "interdiction system" too, along with another one (don't know which). Did a similar thing to avoid it.


The difference between my loadout and Alot's is that by sacrificing 1.24 LYs per jump with the A-class power distributor, I can double boost with every approach and launch. Maybe that's not a good tradeoff, but it feels better. :)
Had the same loadout and it worked quite well. I had 54 jumps with Raiko's Jump optimized route while Alot had 51 on the same route.
Probably one could have done at least one manual jump with the A-Distro-loadout. (I didn't look for that, so I don't know for sure.) Then it would have to be 1:30 faster at the Stations/Outposts which is a little bit over 7 seconds at each one.
So probably a close call. It's difficult to compare that using the videos, because things like the landing itself and the use of station services contribute to the dropout-to-jump-time as well. I think it may have paid out a bit.



EDIT: In general, it seems that those runs are either too long or that the duration of the race period is too short. I feel like there is (theoretical) optimization potiential for at least another minute given an optimal run. :D
 
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What are shields? :D
In my case, dying was a 50s loss ("luckily" died after undocking). So really worth saving two or more jumps, although the weight may be less significant in the cobra.

Haha, indeed :D - I usually fly Buckballs shieldless, but in this case the 3D shields were light enough that it didn't make a jump improvement by removing them, and with the way I tend to (mis) land at outposts, having at least some shielding was worthwhile.

I even tried the ridiculous (for a cobra) option of going with a 4T fuel tank to shave off more flying weight, but even with the commensurate Furrycat-esque fuel scooping antics, I couldn't get the jumps further down :rolleyes: so stuck with this loadout.
 
Now that the race is over, the virtual medals bestowed onto the best of the best of the best and the after-party venue in George Lucas cleared of empty bottles and hung-over CMDRs, we come to the evaluation of the event, so the next Kessel Run will be better.

What do you think went well and what could be improved upon ?

OK, time for some post race musings. First of all I should explain my current mood - a) I am currently horribly, monstrously, hungover (cider, it's the devil's brew man) and b) yesterday my PC blew up, bang (literally), 'tis dead ... a brick. In a way the timing of this deeply tragic occurence is not entirely bad. As some may be aware from a separate forum thread, I've been looking into spec'ing a new Elite dream machine ... including a 980 Ti graphics card. I'm not at all happy about having my hand forced on this, I was looking forward to spending a leisurely month or so making my choice, perhaps taking advantage of January sales, and getting christmas out of the way first. On the hand, it means I can't procrastinate (and possibly never actually do it) so perhaps fate has, in a perverse way, acted in my favour. It also doesn't hurt that my loving wife was sat at the computer when it happened. It wasn't her fault but she nevertheless feels guilty and is now actively encouraging me to go and treat myself. Who am I to argue.

And so on to the race itself. First of all I should explain that I'm totally in this for the fun of it. I'm not that bothered about picking absolutely the best ship for the job. I chose the Cobra because that feels like the Millenium Falcon to me and this was the Kessel Run (did people spot the anagram in the naming of my ship?). I could have switched to my Asp but ... I liked the Cobra, it felt right. That I ended up somewhere in the middle of the board, well I'm really content with that. My main problem with this race was that it was about 30mins too long for me to be able to run it more than a couple of times. By the time I'd booted up my ageing (and now sadly deceased) PC, got myself back to the start line from wherever the previous days fuel ratting and/or CG'ing had left me, had a few false starts, and then sorted through screenshots, etc ... I basically needed a clear 2hrs. Before work.

As for getting a competitive time ... I was really happy with my final route, my SC'ing to station and my landings (boy did the Outpost Dash teach me a thing or two there). My main problem was that, at under 20fps, I basically had to avoid using the ship and station menus as much as possible (and use of the System Map was an absolute no no). I only refuelled by scooping and I think on my final run I didn't repair either (no shields so technically a win it or bin it run). The way I plotted was to hit Launch, hit m (for galaxy map), type the next system name, auto route plot, press m again, and if I was lucky find myself just undocked and ready to roll (a couple of times that took just a bit too long and I switched back to find myself with collision damage from drifting around the pad).

All told I'm really looking forward to getting this new PC. I suspect it's going to transform the game for me. I'll be able to make videos (loved Alot's ... great soundtrack) and may even be able to start being seriously competitive in future Buckyball runs.

Thanks Stern ... great race (oh, and I loved the podium shots ... nice idea).

I'll be back.
 
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(beautiful ceremony)
Excellent :D
Thank you again for running the race! Great fun indeed.

2. Great fuel management! Were that 51 jumps?
3. The all-D-loadout was probably the right way to go, with my A-distributor I couldn't have done any of these extra long jumps (54 in total here). Maybe I could have saved one or two jumps on my route too, but I didn't look for that. I think the ability to boost continuosly has saved about 4-8 seconds at each station, so about 90s in total. That was faster than my attempts with all D after all (which had 53 jumps in total).
I believe it was 51 jumps, yep... Those shortcuts were pretty dicey though (as I previously mentioned, I had to be between 45% and 49% fuel for one of them :eek:)
I too was initially torn between the all-D and more-boosting options; the thing that finally swayed me was putting them both into EDShipyard and seeing that the difference in boost frequency wasn't that different.

4. That was alot of in-station-refuelling... I did more fuel scooping and most of the time it was enough without refuelling in the station's menu. Had to open it quite a few times for repairs though. :D
5. Did you ever repair? Arriving in one piece and in the very same ship you started with seems really efficient. After crash landing my hull to 5% at one of the outposts without repair facilities, I repaired it at the next Starport. Where I then crashed it completely after undocking. Police Vipers and stuff.
I could probably have got away with just scooping and not touching Starport Services for most of the hops, but there would still have been a small trade-off (going in to scoop on the last jump of each leg, rather than immediately moving out). Not sure which is faster!
No repairs, no... I decided, even if there was no Win It or Bin It card, I was going to race as if there was one. :D

6. Super-precise planetary breaking! Having compared your video and mine, I would say that the so called loop of shame can be about 1s faster than the 06s-approach with gravity breaking. But the times are surprisingly equal and with close planets (<100ls) the 06s-approach is certainly faster.
7. Sometimes I really thought I was watching my own video. Alot of similarity in some techniques. (Leaving the outposts so that their nav-icon is directly behind you for example.) I seem to have learned something :)
8. When approaching objects that are a few ls out of their parental body (mostly at gas giants), there's actually a trick to stop really fast if you are approaching the object (station) too fast: Deselecting the target makes you stop nearly immediatly, although it feels a little bit exploit-ish. I used that at many points in the race, although it only works everywhere where normal gravity breaking doesn't at all. (Discovered it at some time when approaching navbeacons.) It may save up to 15s...
Yeah, this course was a really strange one for planetary braking - I think a majority of the stops were around small rocks which gave you very little slowdown. I definitely felt like I had to be much more careful than usual, and I still overshot half the time :p
I haven't watched the whole video yet, but very nice flying indeed from what I have watched!
That's a neat trick with deselecting the target, I hadn't considered that (although it makes sense). Doesn't feel exploity to me, just using the game mechanics to their fullest - in this case the slowdown when the target's selected is just your ship trying to keep you at a sensible speed, after all!

10. I mostly do my route plotting for the next stop during supercruise and reselect the first system from the nav panel when I've dropped at the station. I found it to be less risky than plotting during the turnaround.
I have considered doing this in the past, but there's one downside (which actually matters more at outposts than starports) - if you have another system selected when you drop in, your directional marker will no longer be pointing towards your pad. I guess this is less important as long as you have time to re-request docking until you get a more visible pad!

11. It is astounding how many seconds you can win and loose during supercruise and docking that solely depend on "steering" differences so tiny that you can't really describe them.
12. Exploring a system might be disadvantageous. In one system I noticed the wall of unexplored navlist content Alot had to scroll through while I only had three options. The filters of 1.5 will be great!
13. Luck. Depending on which side/region of the star you drop, Hyperspace delays, the time it takes to drop out of Supercruise, interdictions (to some degree), routes not plotting, station services not refuelling,... Some of them probably cancel out in a long race but if they accumulate, those can really make up tens of seconds. Also difficult to measure those.
Yep, lots of tiny little differences based on both skill and luck! One of the reasons I like these races.
As for having things as explored - whilst I agree occasionally having to scroll through it all was unhelpful, it did mean I could judge whether an outpost was on the near or far side of its orbiting planet (as well as getting exclusion lines for said planet). It was a conscious decision - not sure if it was the right one :D

The big mistakes in this run were dying (55s) and an emergency drop in LHS 2936 (about 30-50s). So theoretically it might even have made the "Explodes on contact" explode...
The big difference between Alot's run and mine is probably the planning and the elegance. While the 1:22:12 record time has been achieved by intelligent fuel management and elegant gravity breaking in the second attempt, I've needed heavy lithobreaking, two repairs, a new ship and five brute force attempts to come in 51 seconds later. It has been great fun though :D
Oh wow, OK I hadn't got that far in the video! "Yowch, bit of a nudge, lucky esca-NOPE" :D
You absolutely have the speed to beat me, especially throwing it around like that (when it goes right)! Definitely going to watch the entire run this evening.

I have no idea how you do those quick stop manoeuvres to the pads. No matter what I've tried I can't bleed the speed off or pitch fast enough. I even practiced a ton with using full reverse thrust and it seemed to have no effect on deceleration.
Yeah, I don't think reverse thrust helps (those thrusters are already trying to stop you as fast as they can)... My approach is usually to "powerslide" towards the pad, slowing myself with the bottom of the ship. Not sure if it's more effective, but I at least find it more fun :D

After watching Alot's video, I see how much there's to learn to go from planet hugging to proper planet braking...and even that I really should not have gone for that 4t fuel tank on my Hauler...well, everyday is a new lesson, thank you all and congratulations to all competitors, see you at the next starting line :)
Hey, you got a podium in your first race, maybe we should learn from you :D

I really need to get a Saitek. I can do those flip landings with mouse/keyboard, but I've never been able to stick them like that. Very nice. :)

I try to compensate with other tech: Voice Attack macros to add consistency during the landing / check in / take off sequences. But they're clearly inferior by themselves. I'm very afraid of what Alot could do if he were using them, but I'm happy to share if people are interested.
I'm a dirty leftie, so I actually have a Thrustmaster T-16000m (much to the amusement of everyone, ever) for rotation, guns and targeting and use the keyboard for everything else. Also, really nice job on that Voice Attack setup! I don't use it personally, but very cool idea. :)

Hey now.. Alots on another level, we are all racing for second place. The only reason I won the last race was because Alec handicapped him into flying a type 6.
The solution is clear .. lets just get Alot to host all the races ;)
Hey! I refer you to the above evidence that clearly shows that Cookiehole could have beaten me, had it not been for one definitely-not-strategically-positioned police Viper and one unhelpfully-placed planet! :p

What do you think went well and what could be improved upon ?
- I agree that for a race of this length, the regulation classes maybe needed some tweaking
- Whilst I appreciate that for this race you were somewhat constrained by the names, there was a whole lot of dead time in supercruise; 9000Ls is a long way!
- I actually quite liked the simple graphics, thought it fit the theme pretty well!
- The end point resulted in an even more extreme version of Buckyball 6 Syndrome - that is, reaching the finish line only to realise that if you want to run again, you either have to go all the way back or Big Red Button
- Overall I thought the race went really well; it was very good fun and was nice to see lots of new faces :)

EDIT: Oh lord, I've put Cookiehole's wall of text to shame. Oh well :D
 
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This is what has been Captured, Tamed, Raised on a Steady Diet of Tea, Cold Pizza, and Left-Over Airline Meals...
And Finally Sent to my Producer for Gluing to a Backing Track, and Application to the Broadcast Rotation.


To commemorate a classic audiovisual entertainment series from the 20th and 21st century. The Buckyball Racing Club recently held The Kessel Run.
Racers were tasked with Starting from George Lucas station in Leesti, Call by every Hive of Scum and Villainy named Kessel, and arrive in the Jabbah system, a few hundred light years outside the bubble of Human Civilization.

With two regulation classes for Sidewinders and Cobras having fixed ship build and load out requirements, and Open unlimited for Commanders to field the Fastest Piece of Junk they considered themselves brave enough to fly.
It was an Exciting two weeks of racing, with hefty repair bills, and many close calls in typical Buckyball traditions. With the final results being.

In the Regulation Sidewinder Class..
CMDR Furrycat in 'Fireball XS 5' setting a time of 2hrs 45min 12sec to clench top honours.
CMDR Jak piloting 'The Micro Enigma' completing the course in 2hrs 55min and 5sec to claim second, over CMDR Sunbart taking 3hrs 12min in the Sidewinder named 'What Now'.

The Regulation Cobra Class..
Saw CMDR Furrycat again lead proceedings, posting a time of 1hr 45min 15sec in 'Grid Engine'.
CMDR Kliggson piloting 'Bingo Wings' followed hotly behind with a time of 1hr 46min 42sec and CMDR Aken B taking the Cobra 'Sorry Excuse' over the finish in 1hr 47min 22sec.

Over in the Open Unlimited Class..
It was CMDR Alot standing on the top step of the podium. Showing his skill in the Hauler 'Explodes on Contact' scorching the course in 1hr 22min 12sec.
CMDR Cookiehole occupied second, in another Hauler called 'Tin Can' with a time of 1hr 23min and 3sec
With CMDR kliggson taking 1hr 24min 53sec in the Asp Explorer 'Grey Mullet' to round out the top 3.

Potential Competitors, and Spectators alike are encouraged to check out the Buckyball Racing Club's website at buckyballracing.org.uk over the next couple of weeks to get details of the next event.
This has been CMDR Ceska Zbrojovka, on location in George Lucas Starport, for Radio Sidewinder News.

As usual, a Soundcloud link will follow once it's available for your Aural Consumption.

 
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Yeah, I don't think reverse thrust helps (those thrusters are already trying to stop you as fast as they can)... My approach is usually to "powerslide" towards the pad, slowing myself with the bottom of the ship. Not sure if it's more effective, but I at least find it more fun :D

That's what I mean though, that I can neither pitch nor decel fast enough to make either a power slide or straight in braking approach stop that quickly. (Granted I was doing this in a Reg. Cobra.) I generally just bashed a new hole in the station and then fumbled around looking for the bullseye. :p
 
That's what I mean though, that I can neither pitch nor decel fast enough to make either a power slide or straight in braking approach stop that quickly. (Granted I was doing this in a Reg. Cobra.) I generally just bashed a new hole in the station and then fumbled around looking for the bullseye. :p
Ah, I didn't account for the ship! Yep, stopping the Cobra in a hurry is definitely an art - one that Furrycat and Kliggson have mastered significantly better than I have :)
 
Yeah, I don't think reverse thrust helps (those thrusters are already trying to stop you as fast as they can)
If you have flight assist on, they aren't. The difference in braking potential with FA off and full reverse thrust vs FA on zero throttle is quite significant.

Of course the tradeoff is that FA off doesn't do so well for the trader's landing of powering smack bang at the end of the pad; you'll just bounce off. Toggling it off long enough to slow down is going to be the optimal strategy for most people, I'd expect.
 
Now that the race is over, the virtual medals bestowed onto the best of the best of the best and the after-party venue in George Lucas cleared of empty bottles and hung-over CMDRs, we come to the evaluation of the event, so the next Kessel Run will be better.

What do you think went well and what could be improved upon ?

I'll start:

- Don't try to read the faint map coordinates of the systems from the GalMap on the TV screen 4 meters in front of you - you WILL get it wrong. Use EDDB in stead.
- Consider dropping the Sidewinder event - it's too long to be fun, so not many people are participating. Admission cost (buying and outfitting the racing ship) didn't seem to be an issue.
- Consider buffing the Reg. Cobra specs and add another class, perhaps a Reg. Hauler.
- Take the time to produce prettier graphics.


Your turn - bring it on.
This felt like a great expert course, and I liked that it required considerable pre-planning to execute well, in addition to an actual great execution. I also liked the mid-run change-ups in frenetic activity. Some sections would be go-go-go, while others gave time for a bio-break if you needed it.

For something more beginner-ish, maybe consider a different course entirely? An end-to-end course that started at George Lucas, ran out to Kessel Legacy, and then back to Jabbah would still be a significant race for beginners without all the grueling stop-and-go. Have them do it in a regulation Hauler to keep it cheap, but make sure it's got good range.

Thanks again, Stern!
 
This felt like a great expert course, and I liked that it required considerable pre-planning to execute well, in addition to an actual great execution. I also liked the mid-run change-ups in frenetic activity. Some sections would be go-go-go, while others gave time for a bio-break if you needed it.

For something more beginner-ish, maybe consider a different course entirely? An end-to-end course that started at George Lucas, ran out to Kessel Legacy, and then back to Jabbah would still be a significant race for beginners without all the grueling stop-and-go. Have them do it in a regulation Hauler to keep it cheap, but make sure it's got good range.

Thanks again, Stern!
Actually, that's a very good point - now you've mentioned it, given the long race time, having a break during long SC times was helpful!
Adjust my earlier feedback as appropriate. :p

As for having multiple courses: that's something I intend to do for my race in January, we'll see if it works out. :)
 
I'm a dirty leftie, so I actually have a Thrustmaster T-16000m (much to the amusement of everyone, ever) for rotation, guns and targeting and use the keyboard for everything else. Also, really nice job on that Voice Attack setup! I don't use it personally, but very cool idea. :)

I'm not amused in the slightest...I have the same even though I'm not a dirty leftie :p, I think it's quite a lot of bang for the buck, if not for its flimsy tiny throttle and a bit awkward pov hat...seeing how tight you were on your approaches to landing pads (well, most of the time at least :D), I thought you had thrusters bound on some analog axis...if you are using the same pov hat as me for thrusters, that's tons of skills involved!

Ah, I didn't account for the ship! Yep, stopping the Cobra in a hurry is definitely an art - one that Furrycat and Kliggson have mastered significantly better than I have :)

I noticed, I'm still working on this... https://www.youtube.com/watch?v=sAVYm9nzHuU :D

- The end point resulted in an even more extreme version of Buckyball 6 Syndrome - that is, reaching the finish line only to realise that if you want to run again, you either have to go all the way back or Big Red Button

Agree on that, after the first couple of runs I took advantage of the trip back for a bit of exploration...from that moment on, relationship with my insurance agent started going downhill :rolleyes:
 
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I'm not amused in the slightest...I have the same even though I'm not a dirty leftie :p, I think it's quite a lot of bang for the buck, if not for its flimsy tiny throttle and a bit awkward pov hat...seeing how tight you were on your approaches to landing pads (well, most of the time at least :D), I thought you had thrusters bound on some analog axis...if you are using the same pov hat as me for thrusters, that's tons of skills involved!
I was a little more cautious on this run compared to e.g. BBR7, where I had shields (although I made a proper hash of a few of those landings, partly due to having flown a Viper for the first time about an hour before that video was taken :p)
I have almost all thrusters/speed control on the keyboard: speed up/down/zero are on keys, as well as forward/back/left/right thrusters. I do have up/down thrusters on the POV hat though. You can often see the wild forward/back thruster movements on the HUD as I'm landing, due to having the throttle zeroed and doing the final approach just with thruster control.

But yeah, I absolutely love the T-16000m (especially for the price), I think the accuracy is fantastic. Mine's slightly the worse for wear after a year and a bit, I had to set a small deadzone as it was starting to veeery slightly drift when left idle. I'm not that surprised though, as frankly I haven't looked after it all that well.

I noticed, I'm still working on this... https://www.youtube.com/watch?v=sAVYm9nzHuU :D
Now that's what I'm talking about! Absolutely textbook landing. :D
 
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I'm a dirty leftie, so I actually have a Thrustmaster T-16000m (much to the amusement of everyone, ever) for rotation, guns and targeting and use the keyboard for everything else.

Got one of those as well, for the exact same reason. However, my HOTAS hunger got the better of me, so during my Grand Exploration Tour (returning from my Sag A run), I forced myself to use my right hand and bought a CH Throttle. While I wouldn't want to fly without the throttle now, I'm not sure I have the same fine control of pitch/roll/yaw as with my left hand. YMMV.
 
Agree on that, after the first couple of runs I took advantage of the trip back for a bit of exploration...from that moment on, relationship with my insurance agent started going downhill :rolleyes:

My insurance company loves me; maybe I should have removed evidence of the nature of the last "accident" from my video (1h24m35s)...
 
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