Community Event / Creation Buckyball Racing Club presents: Chicken Run (03-11 MAR))

Well I did a run earlier, which was really not that great, I knew I could do better. The second run was better, although I crashed out too fast for orbital cruise both times at Baffin Plant. I was also feeling quite pleased with myself because after removing a bit of extra bodywork at Weber Legacy, I only had 6% left and was well on for the crash pilot bonus... and then this happened...

https://youtu.be/nQPv2W0n8s4

I hadn't even considered the drag of a 4.74g planet while trying to leave. Live and learn, well have to use your escape pod and learn :)

LoL... Trying a high wake from that low altitude... [haha] The Race got you there!
 
So a ship capable of at least a 57.2ly jump range is needed... Or take the minute penalty for the extra jump(s).
Ideally fairly sturdy...
Fast, but built like a Brick!
Must have some cargo space.

Have I missed anything?

That jump range is going to be the tricky one! Not many ships can do a 57+ Ly jump! So it sounds like a bricked conda is needed? I'll see what I can build today...

Has anyone got a video of the course (ie doing the run)? Would be helpful to see what's involved.
 
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I did 4 runs earlier on Saturday 3 I aborted due to cargo hatch malfunction while trying to leave I think it was Moore Beacon one of the runs I think lost around 40% of my hull before I stopped trying the 4th time all I can think of that I did differently was that when said to align with target was that I used the select next system command. The run that is on the board I had no issues with it telling me to align

A comparison video could be useful to see the difference. Unfortunately, I probably won’t be doing any more runs in this race as I am currently at Sagittarius A*

To avoid a cargo hatch malfunction and losing your cargo you could deactivate the cargo hatch module. In the event of a malfunction (eg destroyed during combat or other it taking damage upon landing) the hatch does not 'blow out' losing your cargo. It saves you a little bit of power too.
 
Finished my time with the Guardians (for now) ..

https://forums.frontier.co.uk/showthread.php/95490-Screenie(s)?p=6475025&viewfull=1#post6475025

.. and then went to check out the 4.74g Robert Kelley planet at the end of Chicken Run (figured there's no point starting a race I can't finish).

Question - do I have to land ON a pad or would landing NEAR one be acceptable? (the Bananery Fandango seemed quite keen to land here and who was I to stop her?).

N9Bfdah.png


:p



Edit: forgot to say - intent to race!

Alec Turner
Open Unlimited
DBX
Bananery Fandango
 
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To avoid a cargo hatch malfunction and losing your cargo you could deactivate the cargo hatch module. In the event of a malfunction (eg destroyed during combat or other it taking damage upon landing) the hatch does not 'blow out' losing your cargo. It saves you a little bit of power too.

It's a nice idea but is this really true? I often fly with the cargo hatch disabled and I'm pretty sure it's quite happily fallen off when I've overheated in the past. I may have to go and put this to the test! :D
 
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Wow -- just subjected myself to a bad case of rookie self-enlightenment with a 45:40 (open class, not yet uploaded). What I'm forced to admit about myself is:

1) I've been too damned lazy, usually using auto-dock once I get inside the mail slot {blushing} (mostly because I usually come screaming in with a smuggler's entry to avoid getting scanned. ...and my memory just isn't good enough to remember where the hell every landing pad is). I'd love any pointers or mnemonics for this as I've yet to discern a logical pattern that lets me figure out where the pad's going to be on the fly, so that auto-dock isn't faster than playing "find the pad" (which seems too often to be out of sight below me, with me having overshot it before I come to that realization).

2) I clearly need a better way to find my landing pad (potentially from among many that are lit up), and land at a planetary base without it taking all day -- I'm okay at getting down to the base; but then I'm hopelessly slow at (a) finding the right pad when you can't see the numbers, and (b) setting down on it in any amount of time less than the auto-dock's, especially on a high-G world. :-/

Surprisingly, there aren't a lot of hot-shot planetary-base landing videos to study (that I've found yet, anyway)...

The diagram Raiko posted is obviously excellent for starports but I suspect your question may be more to do with planetary bases. There are some great (if old) diagrams of various planetary base layouts over here which might help ..

https://forums.frontier.co.uk/showt...V-races-tool?p=3356379&viewfull=1#post3356379

Otherwise, the compass dot is actually still pretty useful - even at close range it's a really accurate pointer to your pad. And the other thing is to simply pay close attention to which pad lights up orange at the instant you're granted docking permission.

Also - from experience, 95% of time it's the pad on the far side of the base ... you know, the one that's facing you and requires you to do a 180° turn which is an INCREDIBLY difficult thing to do on a 4.7g planet. Those base traffic controllers have a sick sense of humour! [yesnod]
 
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To avoid a cargo hatch malfunction and losing your cargo you could deactivate the cargo hatch module. In the event of a malfunction (eg destroyed during combat or other it taking damage upon landing) the hatch does not 'blow out' losing your cargo. It saves you a little bit of power too.

I'm sure my cargo hatch was turned off
 
Question - do I have to land ON a pad or would landing NEAR one be acceptable? (the Bananery Fandango seemed quite keen to land here and who was I to stop her?).

Sorry Alec, but like everyone else, you will have to land on your assigned pad (i.e. the full monty - approach station, request docking, land on your pad during the docking countdown and complete the docking procedure). The required screenshot must show you docked at the station. We need that data from a regular landing.
 
I was also feeling quite pleased with myself because after removing a bit of extra bodywork at Weber Legacy, I only had 6% left and was well on for the crash pilot bonus... and then this happened... https://youtu.be/nQPv2W0n8s4 I hadn't even considered the drag of a 4.74g planet while trying to leave. Live and learn, well have to use your escape pod and learn :)

Came across a tip elsewhere in the forums some time ago that's saved me from doing that: Your FSD will not overheat (nor will you lose altitude) if your ship is right-side-up when you high wake out just over a planetary horizon. If you're upside down, it overheats, but not if you're right-side up. (I guess the FSDs in 3304 are made by the same companies that made carburetors in WW2 fighters; they only work well under positive Gs!)

The diagram Raiko posted is obviously excellent for starports but I suspect your question may be more to do with planetary bases. There are some great (if old) diagrams of various planetary base layouts over here which might help ..Otherwise, the compass dot is actually still pretty useful - even at close range it's a really accurate pointer to your pad.

Thanks -- I'd found the diagrams and the graphics (thanks, anyway, to all who pointed to them). But I was hoping for something other than relying on memory or having to call up another window to find my pad. The compass dot is a great pro tip -- I can't believe I never noticed that, especially now that (I believe), even when approaching a starport it reflects the pad and not the port itself (as I thought it did). It's a subtle indication, but will be useful!

There's also an EDDI plugin that will tell you where the pad is for stations.

I keep flirting with installing Voice Attack ...I just don't always want to play with a headset on (and when I'm in a VR mood, the 1st-gen VR headsets don't come with mics. I'm not sure how well a desktop mic would pick up the commands, especially with background sounds and music on...)

Speak for yourself please, the trick is all about appearing friendly and giving out tips that seem competent, but are totally out of whack. [big grin]
(joking of course, but still, the best way to approach a starport is on a straight line at 0:10 ETA. And never bookmark your route, it could lead to game crashes and potential irrecoverable loss of personal data. Honest.)

Ah, I didn't realize there was a whole suite of tactics like those for Commanders seeking the coveted Last Place Kewpie Bobblehead for their dash!

Once you go past the mailslot (or if you are approaching a land base, as soon as you get a landing permission), it points you to your assigned pad. Always useful to me in finding at a glance those pesky pads 27-28-42-43.

Since I'm usually coming into the mailslot at about Mach 2, maybe the answer for those "first ring" pads that I always overshoot is to just accept the high-velocity bounce off the back wall and use that ricochet momentum to get back to the first ring faster!
 
Since I'm usually coming into the mailslot at about Mach 2, maybe the answer for those "first ring" pads that I always overshoot is to just accept the high-velocity bounce off the back wall and use that ricochet momentum to get back to the first ring faster!

Yup. I generally like to try and make beautifully gauged elegant landings if I can (never been a fan of smacking nose first into the pad - "Prison Break" aside) but I fear this race is gonna get ugly.
 
Since I'm usually coming into the mailslot at about Mach 2, maybe the answer for those "first ring" pads that I always overshoot is to just accept the high-velocity bounce off the back wall and use that ricochet momentum to get back to the first ring faster!

If in a small ship, it's worth memorising that the small pads very close to the mailslot are pads 1, 16 and 31 - I always re-request docking permission if I'm assigned one of those, to get one further back instead.
 
Since I'm usually coming into the mailslot at about Mach 2, maybe the answer for those "first ring" pads that I always overshoot is to just accept the high-velocity bounce off the back wall and use that ricochet momentum to get back to the first ring faster!

Stone skipping on the inner walls of the mailslot is the answer you're searching for. [yesnod]

As for me: off to a great start!

[video=youtube_share;LwNlvdW7IQs]https://youtu.be/LwNlvdW7IQs[/video]
 
.. and then went to check out the 4.74g Robert Kelley planet at the end of Chicken Run (figured there's no point starting a race I can't finish).

Question - do I have to land ON a pad or would landing NEAR one be acceptable? (the Bananery Fandango seemed quite keen to land here and who was I to stop her?).

https://i.imgur.com/N9Bfdah.png

:p

The poor little thing looks positively terrified of Weber :)

dit: forgot to say - intent to race!

Alec Turner
Open Unlimited
DBX
Bananery Fandango


Likewise ...

Intent to race

MrDragonRaaar
Open Unlimited
Asp X
Plehve's Disaster
 
I keep flirting with installing Voice Attack ...I just don't always want to play with a headset on (and when I'm in a VR mood, the 1st-gen VR headsets don't come with mics. I'm not sure how well a desktop mic would pick up the commands, especially with background sounds and music on...)

You don't actually need to use voice commands to take advantage of the plugin. The plugin just reads the player journal and can spit out helpful extra information accordingly (like where your pad is). No need to turn the mic on at all.
 
When I said "shieldless suicide", I didn't mean you should die before even leaving the station. But nice jumprange on that DBX - looking forward to see the time (@work right now).

Nice jumprange, indeed:

14Ue0xe.jpg

I'm looking forward to see it in action too, as soon as I manage to bring it out of dock with all the bolts still in the bucket!
 
As for me: off to a great start!

+1 Rep for the complete belly laugh. I feel your pain -- I seem to draw the inevitable inbound Beluga, myself. As of 3.0, I fear the Defender will become the new Beluga.

You don't actually need to use voice commands to take advantage of the plugin. The plugin just reads the player journal and can spit out helpful extra information accordingly (like where your pad is). No need to turn the mic on at all.

Thanks! Downloading it now!
 
For my first (ever) attempt at a Buckyball Race I clocked a time of 45:00 Pad<>Pad. Launch time was 16:10:00 and I touched down again at 16:55:00. The video is still uploading to YouTube but will be available for you to laugh at this address in an hour or so (its 13% uploaded so far):

[video=youtube_share;neqmK9SwXTQ]https://youtu.be/neqmK9SwXTQ[/video]

Feel free to poke whatever fun you like at this attempt I fully appreciate it was scrappy flying!... My next run will be shieldless and I am expecting to shave a minute off this time (plus the 3min shieldless bonus) baring any interdiction's etc :p

While you wait for this video, you can laugh at some of my other ED exploits... https://www.youtube.com/user/susannauk/videos?view=0&sort=dd&shelf_id=0

Oh and some of the stations I hadn't scanned so were listed as Unexplored... I'll correct that before the next run :)

Good Luck everyone!

Susie
~~~~

Edit. This video is now live [haha]
 
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What the actual smeg?!?! That'd better be Neutron boosted or I may have to start a salty "other player haz better stuffs than me and it's RUINING my game" thread. :p

Jackson's Lighthouse gave me a little push back to LTT 2151. Now, what's that neutron highway everyone in the A* challenge thread talks about :D...
 
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