CMDR Raiko
Ship Class: AspX
Ship Name: The Nomad.
Open Unlimited.
I've not been in the mood for exploring for the last few weeks, and every time I fancied jumping either towards BP or Sol something else cropped up that got in the way (2.1 Beta was the last thing). So I activated the Rusti-drive last night to make a 35k jump back to Jameson Memorial and then headed to the starting line in Leesti.
Well I wasn't going to miss this (again!) and Buckyball Run 10.
I'll get back to having fun racing for a while, and go exploring another time when I'm in the mood.
----EDIT----
If I have too many problems with the medium pad being blocked I'll give it a go in my iCourier if I have time.
Those times are amazing, well donec chaps. I did try to do another run but my elgato decided to freeze half way through so I had to abort. I'll definitely get involved in any races in the future that don't require horizons. Well now I need to go and make some Cr's , so I'll go and do a bit of mining around Delkar.
Fly safe chaps
Judging from the loose estimate I could make out of my runs, I'd say that my best times could have been around 1:19/20 with the Hauler, and not less than 1:31/32 with the Cobra (I don't know how Alot could come up with such time, and at this point I am too afraid to ask, as a popular meme goes saying ).
I'm just glad the board speaks about minutes rather than seconds, or I would have felt compelled to go for another run! (one which I don't have time to, alas)
a couple of excsues
failed shadowplay on run 1 and guess which station missed the f10 mash on run 2? yep it was the last one. where was my itchy trigger finger? all completely beside the point, no qualifying run.
great fun. loved the variety. planetary braking and not. my times where 1:23:xx and 1:26:xx.
being allied, to LYR, adds a little bit of spice.
anyone fancy a medium paced and fat fingered relay pilot? i'm here.
Judging from the loose estimate I could make out of my runs, I'd say that my best times could have been around 1:19/20 with the Hauler, and not less than 1:31/32 with the Cobra (I don't know how Alot could come up with such time, and at this point I am too afraid to ask, as a popular meme goes saying ).
Well, I guess it's all over bar the shouting. Alas I never did find the time to make a second attempt. Meant to try again yesterday but got distracted moving the last of my ships to Shinrarta on the way back from Jaques and then decided to keep hammering Empire rep' at Metcalf Keep in the W@rB@st@rd before they nerf missile splash damage in 2.1 (only 10% to my next rank now). Congratulations to the usual suspects for some awesome times (bit embarrassed to be sat in an Open Unlimited Cobra time that's 5 minutes slower than Alot's regulation Cobra time buy hey ho) and great to see some new commanders bitten by the racing bug.
Where we see CMDRs Raiko and Azyron posting two very close times in Open, just making it into the leaderboard before the deadline. Great work, CMDRs.
EDIT: Again, Google managed to throw a race submission into the spam folder: CMDR DataRebel accomplished a very respectable 1:51:10 in his Regulation Cobra "Serpent Chaser". Apologies to you CMDR and screw you, Google.
Congratulations to the winners and thanks to all for participating.
Medal awarding ceremony to follow. Please stand by.
It's wall-of-text-time again. A lot of general stuff and most pilots will know about it, but I hope some of the new racers can learn a thing or two
Loadout Standard jump-optimized Hauler
An A-grade Power Distributor would have saved around 5s at each stop, but needs either fuel magic or at least two jumps more than the all-D-loadout.
Route
I'm lazy (and a travelling salesman problem with 14 stations is kinda hard). Esvandiary's EDTS is great.
I flew the route (without docking) after letting the computer do the hard work and changed a few plots to avoid double unscoopables.
It would also have been possible to shave one or two jumps off with fuel magic (increasing your range by not completely filling your tank and plotting completely by hand), but I wanted to spend more time racing than planning and it adds more failure modes, so not what I would have wanted on the last race day. Alot would probably have done a run somewhere around 1:13 in a Hauler though.
My notes for plotting:
Code:
Leesti George Lucas
HR 4749 2j Kessel Ring (3, 950Ls)
Chediq 2j Kessel Platform (1, +, 893Ls)
Trianguli Sector LS-T B3-5 3j
HIP 24864 2j °1 usc
HIP 18609 3j Kessel Legacy (2, + 6338Ls)
Ba Narr 6j Kessel Port (3, + 820Ls)
Khodia 3j Kessel's Inheritance (1, 6Ls)
Apurarai 2j Kessel Platform (1, 33Ls)
Mellac 3j °2 usc
Hanneng 2j Kessel Enterprise (4, F 1136Ls)
HIP 82964 2j Kessel Station (Starport 1, + 91Ls)
Hurusalki 1j Kessel Terminal (5, + 9150Ls)
Latoras 1j Kessel Colony (1, 18Ls)
LHS 2936 3j Kessel Port (2, 21Ls)
Dao Jungu 3j Kessel Gateway (9, + 1464Ls)
Edenapel 2j Kessel Hub (8, F 3704Ls)
Altair 1j Solo Orbiter (Starport 3, 666Ls)
xj =Number of jumps of the leg; (x =number of the station in the system, + =has Repair+Refuel, F =Refuel services only, distance from main star); °x usc =number of jump in the leg that's unscoopable if there's any
Flying and general stuff
Not loosing time while jumping: Hot scooping and immediately pressing "engage FSD" when the cooldown finishes
Gravity braking!
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 while having throttle at 0% makes you stop nearly immedeatly. I used that at many points in the race, although it only works everywhere where normal gravity braking doesn't at all. It may save up to 15s...
Re-requesting docking permission. Helps a lot at stations where you, if you are lucky, can get pad 12, 13 or 36 or at least something that isn't straight at the back of the station. I used it with outposts too, mainly to get pad 2 (which seems to face the planet-side at industrial outposts).
Plotting to the next system while the pad turns around and trying to select the station in the system map while the last jump of a leg is charging. Scanning all the systems before the race might help with that.
Stats and mistakes
41 jumps, 1219ly
1 obscured jump target, overshot and dropped out behind the outpost twice, searched 30s for the landing pad after getting lost at the very same outpost, 1 faceplant at a close binary, luckily only 10s cooldown. Total estimated time loss 160s
~2h of planning the route and outfitting
No insurance screens. Don't know how that didn't happen.
Plotting to the next system while the pad turns around and trying to select the station in the system map while the last jump of a leg is charging. Scanning all the systems before the race might help with that.
Love these walls of text, I always learn something new (didn't know about the target de-select slowdown for non-planetary brakeable stations, need to go and experiment with that). Re: the above ... for anyone like me for whom use of system map under race conditions is pretty much a no no (too slow) ... navigation filters are of course your friend here. Filter on stations only, the instant you drop out of your last jump open left hand panel and your target station should be quick and easy to find and select from a nice short list.
It's wall-of-text-time again. A lot of general stuff and most pilots will know about it, but I hope some of the new racers can learn a thing or two
Loadout Standard jump-optimized Hauler
An A-grade Power Distributor would have saved around 5s at each stop, but needs either fuel magic or at least two jumps more than the all-D-loadout.
Route
I'm lazy (and a travelling salesman problem with 14 stations is kinda hard). Esvandiary's EDTS is great.
I flew the route (without docking) after letting the computer do the hard work and changed a few plots to avoid double unscoopables.
It would also have been possible to shave one or two jumps off with fuel magic (increasing your range by not completely filling your tank and plotting completely by hand), but I wanted to spend more time racing than planning and it adds more failure modes, so not what I would have wanted on the last race day. Alot would probably have done a run somewhere around 1:13 in a Hauler though.
My notes for plotting:
Code:
Leesti George Lucas
HR 4749 2j Kessel Ring (3, 950Ls)
Chediq 2j Kessel Platform (1, +, 893Ls)
Trianguli Sector LS-T B3-5 3j
HIP 24864 2j °1 usc
HIP 18609 3j Kessel Legacy (2, + 6338Ls)
Ba Narr 6j Kessel Port (3, + 820Ls)
Khodia 3j Kessel's Inheritance (1, 6Ls)
Apurarai 2j Kessel Platform (1, 33Ls)
Mellac 3j °2 usc
Hanneng 2j Kessel Enterprise (4, F 1136Ls)
HIP 82964 2j Kessel Station (Starport 1, + 91Ls)
Hurusalki 1j Kessel Terminal (5, + 9150Ls)
Latoras 1j Kessel Colony (1, 18Ls)
LHS 2936 3j Kessel Port (2, 21Ls)
Dao Jungu 3j Kessel Gateway (9, + 1464Ls)
Edenapel 2j Kessel Hub (8, F 3704Ls)
Altair 1j Solo Orbiter (Starport 3, 666Ls)
xj =Number of jumps of the leg; (x =number of the station in the system, + =has Repair+Refuel, F =Refuel services only, distance from main star); °x usc =number of jump in the leg that's unscoopable if there's any
Flying and general stuff
Not loosing time while jumping: Hot scooping and immediately pressing "engage FSD" when the cooldown finishes
Gravity braking!
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 immedeatly. I used that at many points in the race, although it only works everywhere where normal gravity braking doesn't at all. It may save up to 15s...
Re-requesting docking permission. Helps a lot at stations where you, if you are lucky, can get pad 12, 13 or 36 or at least something that isn't straight at the back of the station. I used it with outposts too, mainly to get pad 2 (which seems to face the planet-side at industrial outposts).
Plotting to the next system while the pad turns around and trying to select the station in the system map while the last jump of a leg is charging. Scanning all the systems before the race might help with that.
Stats and mistakes
41 jumps, 1219ly
1 obscured jump target, overshot and dropped out behind the outpost twice, searched 30s for the landing pad after getting lost at the very same outpost, 1 faceplant at a close binary, luckily only 10s cooldown. Total estimated time loss 160s
~2h of planning the route and outfitting
No insurance screens. Don't know how that didn't happen.
Congratulations to Alot and cookiehole for winning and also to AkenB for being runner-up on both boards; well done to everyone who took part and thanks to Stern Winter for staging the race! It's one of the longer races but the locations are varied and it takes you around the bubble so it's always good fun.
Sadly, I was not able to take my Sidewinder out or make any more attempts (my laptop had a corrupted OS and the hard drive was wiped when it was reinstalled, then it needed upgrading to Win10 again, so I only got to reinstall ED on it today...) but I'll reconfigure it for canyon racing or something else; maybe with the improved drives in 2.1 it will be good for racing a few courses where the rules allow.
Having lost my archive of screenshots from the last 18 months of ED (with only a few exceptions that I'd backed up), I'm tempted to do some exploring and get some more. I'll see how I feel... I'm just low on energy right now so I might stick to some trading/missions but I'm still looking forward to racing, especially with BBRX not far off. Fly fast!
Well, looks like you don't need to - that's the exact same order of checkpoints that I took.
Interested to know how many jumps your Cobra did HIP 18609 --> Hanneng in... I managed to just about squeak it in 11 jumps after a ton of prodding away at the galaxy map.
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 immedeatly. I used that at many points in the race, although it only works everywhere where normal gravity braking doesn't at all. It may save up to 15s...
Re-requesting docking permission. Helps a lot at stations where you, if you are lucky, can get pad 12, 13 or 36 or at least something that isn't straight at the back of the station. I used it with outposts too, mainly to get pad 2 (which seems to face the planet-side at industrial outposts).
It was only towards the latter end of my second Cobra run that I realised I probably should have been doing the deselect-on-approach trick for a few of the stops. I always forget about it, and given that most stations are close to a gravity well it's rarely worth it, but in a couple of cases here I think 15 seconds gained might be an underestimate if you get it just right!
Re-requesting docking permission is indeed a godsend. Pad 1 when you're coming in at 300+? Uhhhh, maybe not thank you very much.
Also, didn't say it in here earlier: thank you very much for hosting, Stern, it's been good fun.