Page 1 of 2 12 Last
Results 1 to 15 of 22

Thread: The Buckyball Fllight Academy

  1. #1

    Post The Buckyball Fllight Academy

    Your textbook and Professor for today...

    Greetings CDMRs! Bucky, in close cooperation with the Buckyball Racing Club, is putting together a volume of the collected wisdom of the pilots who consistently push the limits of their ships and themselves to just a tad faster every time they get in the cockpit. Why? Well to make a T9-load of credits of course, but also to help traders, Fuel Rats, smugglers, and pizza delivery specialists shave valuable time off of their arrival times. Who's kidding who? Time IS money, and Bucky hates cold pizza.

    So this forum is being constructed as a repository for pilots to post bits of wisdom, via link or directly in this thread, so they may be easily consulted by pilots looking to up their game. If submitting a link or a post that is not yours, please include a citation and if possible the permission of the author/content creator in question.

    Note that you don't have to have made a Buckyball Run or be a member of the Buckyball Racing Club to contribute, but if this kind of stuff pushes your throttle, then why the heck aren't you joining up? Visit for more info.

    Contributors will receive full credit for their submissions, as well as a coupon good for 15% off the purchase of "Bucky is My Co-Pilot," soon to be available via download from Pilot Federation Press.

    Table of Contents
    1. Pre-Flight/Outfitting
    2. Getting There (Navigation)
      Professor Alot's Route Plotting in the Galactic Core
    3. Takeoff/Departure
    4. Arrival/Supercruise
    5. Docking
      Professor Drakhyr's Station Landing Pad Diagram (image)
      Professor Ian Baristan's Outpost Landing Guide
    6. Landing
      Professor Cookiehole's High Speed Planetary Landing (with video)
      Professor Baristan's guide to Planetary Base Landing Pads

  2. #2

    Your first lesson: Planetary Landings by Professor Cookiehole

    Post your best how-to's here! If submitting content from another location, please use the following format, and only submit with the author's permission.
    Submissions should use the following format:

    Author: Cookiehole
    Subject: Planetary Landing
    Content: Text post with video

  3. #3
    Right! Might as well add my most wall-of-text addition at least, while I procrastinate on finishing others

    Author: CMDR Alot
    Subject: Route Plotting in the Galactic Core
    Content: Text post with oh-so-pretty pictures

  4. #4
    I have got round to turning into a proper picture what I have had, for some months now, scribbled on a piece of paper in front of me - a diagram of the starport landing pads, including a quick reference guide to how far back the small and medium pads are.

  5. #5
    Zzzzzz...what? Oh my! Someone came in!

    TOC updated!

  6. #6
    Hmmm, well while you're updating TOC, I suppose these might prove useful.

    Guide to outpost landing pads:

    Guide to planetary base landing pads:

    Both courtesy of ian baristan.

    I'm also considering writing my own guide on how to grab an early podium place and then bail out later on in the race when the going gets tough.

  7. #7
    Happy to see my guides quoted here ! Hope these will help you Cmdrs .

  8. #8
    is this the correct place to ask what the dots, dashes & boxes etc mean on the Buckyball leaderboards?

  9. #9
    Originally Posted by superflyguy View Post (Source)
    is this the correct place to ask what the dots, dashes & boxes etc mean on the Buckyball leaderboards?
    Nope! But there is a key to the leaderboard right under the leaderboard on the first page of the race thread that explains all the mysteries of the leaderboard!

  10. #10
    oh yeah. *puts glasses on and pays attention!

  11. #11
    Good (if old) thread over here with useful handling data on different ship types.

  12. #12
    Courtesy of Cmdr Tannik Seldon who managed to do the 90km Jailbreak run in 25m 30s when everyone else was averaging around 45m.
    I think this video says everything you need to know about how to buggy ... FAST!

  13. #13

    Walls of Text

    Author: Cookiehole
    Subject: Analysis of Races and general tips
    Content: Text posts, some with video(s)

    While I've wanted to do a ginormous wall of text that explains pretty much everything racing related for ages now, I've realized that this might not happen anytime soon
    So I've collected the links to pretty much all of the race analysis posts I've ever done and thrown them into a list. Everyone loves lists of links!
    Some of these posts involve a lot of generally applicable stuff while others are more specific to particular races. I'll try to add new stuff over time and merge all of that into one post at some point.
    Thanks to Alec for reminding me to post this here

    Some notes and additions for 1.6/2.1:
    • Bookmarks are really helpful. I bookmark all of the stations in a race, so that I don't have to select them after arriving in the system. Also renaming them with a number at the beginning might help to have them on top of the list. I've named everything racing related "0 StationXY", other systems I go to frequently "1 HomeStation" and so on, so that the list is ordered. Also, there's enough time to do the navigation plot via the bookmark section of the GalMap while your pad is turning around when docked, so you won't mess up anything with the targeting in supercruise.
    • If you want to do a gravity braking loop the ETA should be more like 5s. 5s let's you overshoot the planet (which is desirable when doing the first approach to a planet <100ls from the main star). For the final approach towards the station I always try to be at an ETA of 0:05 at roughly 25Mm, 0:04 at 15Mm, 0:03 at 10Mm and then hit the 1Mm/s exactly at 1Mm. Note that there are different Supercruise techniques that are similarily fast. Basically everything that makes use of Gravity Braking is faster than the classical 0:06 approach, as long as you don't make any big mistakes.
    • Enhanced thrusters can be bought as a "normal" module at some Engineer bases (f. e. Farseer inc.) and have significantly more performance than normal thrusters. There are only 2A and 3A Enhanced performance thrusters available, so small ships only. Engineer mods can be applied to all sorts of thrusters (even to performance enhanced thrusters) and come in different grades and qualities (random). So the fastest ship would probably be an Imperial Eagle with Enhanced Performance Thrusters and Grade 5 drive tuning.

  14. #14
    Excellent guide from Hanekura Shizuka on how to approach fuel scooping in the DBX on a Sag A* run.

    Originally Posted by Hanekura Shizuka View Post (Source)
    Based on Alot's comments and wondering just how much time was saved by scooping after beginning to charge the FSD, I decided to make the following:

    How To DBX

    This gives a few example scoops toward the end to give an idea of how much time passes between charging the FSD and actually pulling out of the star.

    UPDATE: Two things, really. The first is that I realized it might be good to add my evidence, in case someone else takes the reins from drakhyr:

    The other... looking at the video, I would estimate the adjustment at somewhere around 3.5 to 4 seconds.

  15. #15
    Excellent guide from Alec Turner on SRV driving ...

    Note: this is mostly for "fliving" on low gravity worlds.

    Originally Posted by jumpingclear View Post (Source)
    Has anyone got any basic tips for a noob or is it just lots of practise?
    Lots of practice is definitely a thing when it comes to SRV driving.

    One thing you can do which is a great little practice exercise ... get yourself stationary on some level ground on a nice low-g world (this one will probably do) then boost straight up (using almost all of your boost capacitor). At the top of your jump start rolling the SRV. As you start to descend, and once you've nearly spun all the way around, counter the roll in the opposite direction. The objective is to do a single barrel roll and to then land perfectly level again, feathering with a bit more boost at the last minute to gently touch all 6 wheels simultaneously back down on the ground. Then try the same thing with a forwards (or backwards) somersault using your pitch controls. Once you've mastered that you can try turning faster to squeeze in 2 spins before touching back down.

    As to travelling at speed, a couple of tips to remember.

    1) After flying the ship (especially with a HOTAS) use of yaw becomes 2nd nature. Alas the SRV has no yaw control. You must unlearn what you have learned! If you find yourself travelling somewhat sideways after a bad landing (or even backwards when you get really good) then in order to re-align your SRV with its direction of travel you have to: pitch down, roll a bit, pitch up & roll back to level. Try it now with your hand (point your flat hand forwards, tip it down, rotate it right, tip it back up and roll it level - see?). It's a REALLY tricky little manoeuvre to master but absolutely essential for fast SRV travel.

    2) Travelling along the ground at speed the SRV has a very nasty tendency to suddenly go into a spin. To avoid this keep ground contact to a minimum. Once you get much above 30-40m/s your (brief) touchdowns (which should then bounce you back into the air - don't make them too gentle, you can bounce pretty hard) need to be precise. You need to be level (with the ground you're about to hit) and facing the direction of travel. Don't be tempted to land on the back wheels, you could be excused for thinking it might work but it won't end well.

    3) Look ahead and choose your landing spots. Use boost (or lack thereof) to control your descent and hit them. On rough terrain pick a nice mound (don't know if you've ever skied moguls but you're aiming to bounce across the smooth tops of these, possibly just slightly before each peak).

    If you watch videos from people like Tannik they make it look almost too easy. Here's me (from "Kick The Alien") ...

    You can see that when I land without being perfectly straight and level it goes badly wrong. For example, at 55s my front right wheel touches first and I then have to wrestle the controls like a madman to correct my orientation (with lots of amateurish over-correction!) and at 1:21 I land back wheels first (WRONG!). But at 50s I basically hit just about right and it goes tolerably well.

    As for changing your direction of travel ... you can make VERY gentle corrections using steering control when travelling along the ground but otherwise you need to tilt onto your side while moving through the air and use boost to push yourself back into the right direction.

    It's all very challenging (possibly THE most challenging thing in the whole damn game) but also enormous fun (possibly THE most fun thing in the whole damn game).


    Originally Posted by SushiCW View Post (Source)
    One other thing perhaps worth mentioning: remember that no matter your orientation, your boost *always* makes you go up (in addition to other directions, depending on how you're pointed). So if you hit a rock badly and find yourself skimming along upside down, boost! You'll still gain altitude and some time to correct your orientation before you land. It's worth trying to keep some ENG capacitor in reserve in case this happens.

    Further notes:

    The speed shown on the HUD is your speed relative to your orientation. You need to be level to the ground to see your true forward speed.

Page 1 of 2 12 Last