Community Event / Creation Buckyball Racing Club presents: Grom in 60 Seconds (16th - 22nd December)

Awesome stuff! Thanks again furrycat and congratulations to cookiehole and the other winners.

So, given that this is presumably the last race of 2016 I (foolishly) decided it would be cool to go through all the races we've had this year and produce a Buckyball 2016 end of season scoreboard.

What I did was to subtract each persons final rank in each of the race scoreboards away from 50 (given we've never had a race with more than 50 competitors) and award that number of points. So for example, if you came 5th in a race you'd get awarded 45 points. In races where there were multiple classes and individuals had raced in more than one I'd give them their best score (e.g. if they came 3rd in one class and 7th in another then they'd get 47 points).

Like I say, this turned out to be a really bloody stupid idea because we've had flippin' tons of races - 23 by my reckoning! - and adding up these scores has taken me bloomin' hours. I make no apologies for any adding up errors so these results should be taken with a pinch of salt but here we go!

en6wWy6.png


No surprises who's in 1st place there!

The maxiumum possible score (if you came 1st in all 23 races) would be 1127 (23 * 49) so a score of 830 is pretty damn amazing. I'd also like to give a shoutout to AkenBosch and Racer1 who possibly don't receive enough attention when in fact they've both been racing consistently throughout the entire season and frequently finishing in the top 5. Modesty prevents me from going any further down the board with my praise but i did just want to say ... WOW! What an amazing year for the BRC featuring no less than 62 competitors.

If anyone's got any spare time over christmas then it really is worth casting an eye back over the race threads below which are chock full of awesome banter, hilarious videos and amazing race tips.

Anyway, here are all the races threads (if I have the energy after lunch I might replace this list with all the race banners) ...

https://forums.frontier.co.uk/showt...esents-The-Wasat-Cup-Buggyball-(23rd-25thFeb)
https://forums.frontier.co.uk/showt...lub-presents-Secret-Scramble-Mid-Week-Madness
https://forums.frontier.co.uk/showt...all-Raleigh-(15th-17th-March)-midweek-madness
https://forums.frontier.co.uk/showt...he-Swift-Walker-Econ-Sprint-(19th-25th-April)
https://forums.frontier.co.uk/showt...s-The-Kessel-Run-Episode-II-(30-April-15-May)
https://forums.frontier.co.uk/showt...g-Club-presents-Second-Star-Relay-(17-21-May)
https://forums.frontier.co.uk/showt...les-The-Case-of-the-Missing-Comet-(23-25-May)
https://forums.frontier.co.uk/showt...yBall-2-Jailbreak-(Ao-Kang-31st-May-2nd-June)
https://forums.frontier.co.uk/showt...ers-present-Old-World-Hustle-(11th-19th-June)
https://forums.frontier.co.uk/showt...Week-Madness-Musical-Science-(28th-30th-June)
https://forums.frontier.co.uk/showt...001-A-Space-Odyssey-Altais-2nd-10th-July-3302
https://forums.frontier.co.uk/showt...-presents-Multi-Ship-Madness-(12th-14th-July)
https://forums.frontier.co.uk/showt...k-Madness-Fly-Me-To-The-Moon-(19th-21st-July)
https://forums.frontier.co.uk/showt...ll-Racing-Club-Birthday-Event-The-BuckyBubble
https://forums.frontier.co.uk/showt...s-Bast-erds-(A-tribute-to-the-Heroes-of-Bast)
https://forums.frontier.co.uk/showt...Presents-Total-Recall-(27-08-3302-04-09-3302)
https://forums.frontier.co.uk/showt...-Heavy-Metal-Megadeth-6th-11th-September-3302
https://forums.frontier.co.uk/showt...cing-Club-presents-BURNOUT!-(13th-15th-Sept-)
https://forums.frontier.co.uk/showt...ll-Racing-Club-presents-Cinco-Maxxxxxer-Mixer!
https://forums.frontier.co.uk/showt...ball-Racing-Club-presents-Alphabet-of-Science
https://forums.frontier.co.uk/showthread.php/302104-Buckyball-Racing-Club-Day-of-the-Dead-Stars
https://forums.frontier.co.uk/showt...b-Presents-Kick-the-Alien-(and-run-like-hell)
https://forums.frontier.co.uk/showt...sents-Grom-in-60-Seconds-(16th-22nd-December)

Have a truly fabulous christmas everyone, thanks again to furrycat for finishing the season with such style and a final massive curses congratulations to cookiehole (you do realise that the season winner gets to organise all the races for the next season right?).

:D
 
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I echo everyones sentiments.

Great race furrycat and thanks for hosting.
It seems fitting that this format is the last race of the year.
I look forward to seeing it again.

Congrats to cookiehole for his total dominance (again!! :))

Have a great Christmas everyone and I hope Santa brings you some new racing stripes :)
 
Like I say, this turned out to be a really bloody stupid idea because it turns out we've had flippin' tons of races - 23 by my reckoning! - and adding up these scores has taken me bloomin' hours. I make no apologies for any adding up errors so these results should be taken with a pinch of salt but here we go!

Wow. Fantastic work (if not a bit crazy :)).
Gives me even more incentive to compete in more races in 2017!!
 
Awesome stuff! Thanks again furrycat and congratulations to cookiehole and the other winners.

So, given that this is presumably the last race of 2016 I (foolishly) decided it would be cool to go through all the races we've had this year and produce a Buckyball 2016 end of season scoreboard.

What I did was to subtract each persons final rank in each of the race scoreboards away from 50 (given we've never had a race with more than 50 competitors) and award that number of points. So for example, if you came 5th in a race you'd get awarded 45 points. In races where there were multiple classes and individuals had raced in more than one I'd give them their best score (e.g. if they came 3rd in one class and 7th in another then they'd get 47 points).

Like I say, this turned out to be a really bloody stupid idea because it turns out we've had flippin' tons of races - 23 by my reckoning! - and adding up these scores has taken me bloomin' hours. I make no apologies for any adding up errors so these results should be taken with a pinch of salt but here we go!

http://i.imgur.com/en6wWy6.png

No surprises who's in 1st place there!

The maxiumum possible score (if you came 1st in all 23 races) would be 1127 (23 * 49) so a score of 830 is pretty damn amazing. I'd also like to give a shoutout to AkenBosch and racer1 who possibly don't receive enough attention when in fact they've both been racing consistently throughout the entire season and frequently finishing in the top 5. Modesty prevents me from going any further down the board with my praise but i did just want to say ... WOW! What an amazing year for the BRC featuring no less than 62 competitors.

If anyone's got any spare time over christmas then it really is worth casting an eye back over the race threads below which are chock full of awesome banter, hilarious videos and amazing race tips.

Anyway, here are all the races threads (if I have the energy after lunch I might replace this list with all the race banners) ...

https://forums.frontier.co.uk/showt...esents-The-Wasat-Cup-Buggyball-(23rd-25thFeb)
https://forums.frontier.co.uk/showt...lub-presents-Secret-Scramble-Mid-Week-Madness
https://forums.frontier.co.uk/showt...all-Raleigh-(15th-17th-March)-midweek-madness
https://forums.frontier.co.uk/showt...he-Swift-Walker-Econ-Sprint-(19th-25th-April)
https://forums.frontier.co.uk/showt...s-The-Kessel-Run-Episode-II-(30-April-15-May)
https://forums.frontier.co.uk/showt...g-Club-presents-Second-Star-Relay-(17-21-May)
https://forums.frontier.co.uk/showt...les-The-Case-of-the-Missing-Comet-(23-25-May)
https://forums.frontier.co.uk/showt...yBall-2-Jailbreak-(Ao-Kang-31st-May-2nd-June)
https://forums.frontier.co.uk/showt...ers-present-Old-World-Hustle-(11th-19th-June)
https://forums.frontier.co.uk/showt...Week-Madness-Musical-Science-(28th-30th-June)
https://forums.frontier.co.uk/showt...001-A-Space-Odyssey-Altais-2nd-10th-July-3302
https://forums.frontier.co.uk/showt...-presents-Multi-Ship-Madness-(12th-14th-July)
https://forums.frontier.co.uk/showt...k-Madness-Fly-Me-To-The-Moon-(19th-21st-July)
https://forums.frontier.co.uk/showt...ll-Racing-Club-Birthday-Event-The-BuckyBubble
https://forums.frontier.co.uk/showt...s-Bast-erds-(A-tribute-to-the-Heroes-of-Bast)
https://forums.frontier.co.uk/showt...Presents-Total-Recall-(27-08-3302-04-09-3302)
https://forums.frontier.co.uk/showt...-Heavy-Metal-Megadeth-6th-11th-September-3302
https://forums.frontier.co.uk/showt...cing-Club-presents-BURNOUT!-(13th-15th-Sept-)
https://forums.frontier.co.uk/showt...ll-Racing-Club-presents-Cinco-Maxxxxxer-Mixer!
https://forums.frontier.co.uk/showt...ball-Racing-Club-presents-Alphabet-of-Science
https://forums.frontier.co.uk/showthread.php/302104-Buckyball-Racing-Club-Day-of-the-Dead-Stars
https://forums.frontier.co.uk/showt...b-Presents-Kick-the-Alien-(and-run-like-hell)
https://forums.frontier.co.uk/showt...sents-Grom-in-60-Seconds-(16th-22nd-December)

Have a truly fabulous christmas everyone, thanks again to furrycat for finishing the season with such style and a final massive curses congratulations to cookiehole (you do realise that the season winner gets to organise all the races for the next season right?).

:D

Some rep, some rep! My kingdom for some rep!

This is not a +1, it's a +10*10^9

Have a nice Christmas everyone :)
 
Awesome stuff!.....

you said it!

what cracking year. i look forward to more shenanigans, hi speed jix and probably frustration at my ability to correctly assemble race entries!

have a very merry christmas everyone.

(probably worth putting the table in the main Bucky thread too.)
 
you said it!

what cracking year. i look forward to more shenanigans, hi speed jix and probably frustration at my ability to correctly assemble race entries!

have a very merry christmas everyone.

(probably worth putting the table in the main Bucky thread too.)

Way ahead of you (and twitter, and facebook).
 
What a great event this has been! One that sounds a lot easier than it actually is, and again I learned a lot. I found that the Canonball Run was so inconsistent that I just wrote it off (clearly there was a technique I was missing!), and concentrated on the two I was was doing best at.

Congrats to Cookiehole for a brilliant demonstration of skill, you are a man of honour Sir :)

I look forward to racing again next year, bring them on, I'm loving it :D
 
And, because I could, evidence of many tries, much damage, and annoying the locals. :D
(spot the comedy Orca)

o7 everyone, it was a pleasure to race with you !

[video=youtube_share;Q5yubRbyewM]https://youtu.be/Q5yubRbyewM[/video]
 
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Wall of Text

Sorry I saw a small typo here, of course I meant "generous, talented and humble gentleman", damn autocorrect...here, corrected. :D

You really can't find nicer gentlemen and ladies than around here! Thanks ;)
[...] you are a man of honour Sir :)
Yesss, it's working, they haven't noticed that I left before paying the bar tab :D


So, given that this is presumably the last race of 2016 I (foolishly) decided it would be cool to go through all the races we've had this year and produce a Buckyball 2016 end of season scoreboard.
Wow, that's amazing!

Sadly the constant running on fumes has left marks: I'm completely out of rep.

Have a truly fabulous christmas everyone, thanks again to furrycat for finishing the season with such style and a final massive curses congratulations to cookiehole (you do realise that the season winner gets to organise all the races for the next season right?).
What did you say? There's a Community Goal offering a free Eagle paintjob in Santa Muerte? Thanks for the hint, I'll be off then. :p


Thanks a lot to Furrycat for organizing this race! It has been a bigger challenge than anticipated. The loadout planning and testing has been fun, especially as it was possible to do some real comparison testing for this event and not only rely on experience and/or stats. Despite the rules being a bit complex to become aquainted with it turned out to be a simple but well-balanced concept! I also love that the Cannonball Category is Orca-friendly :D
Kudos to the Type 7 warriors, that Space Cow is a Racing Cow! :eek:


Now for some Race Analysis (Don't feel required to read this, it's long and most of it is common racing knowledge), I haven't done this in a while and I've learned a few things from this race so here we go:
Here's the video of my run:
Timestamps for starts of each category are in the description. This was my first complete attempt (although I had done some testing with the different ships before).
[video=youtube_share;k-X2g0yjTjU]https://youtu.be/k-X2g0yjTjU[/video]

Ship selection
For all categories I started by selecting the ships that would be decent/good, mainly by comparing the maximum values of speed and jump range in coriolis.io (the table on the main page with different sorting options can be very useful).

I felt like Gone in 60s was the category where the ship type has the biggest influence, so I started with that.
I first did some testing with the Anaconda:
  1. Max jump range config (everything smallest D, FSD biggest A, jump-sized Fuel Tank (8T) and nothing else)
  2. After it became clear that it wouldn't be able to engage the drive within 45s at all, I added the smallest boost capable Power Distro.
  3. Then I gradually upgraded the Thrusters (5D, 6D, 5A, 6A). I would have tried 7D aswell, but they weren't available at my station and from the stats it didn't look like too much of a difference. At that point the extra mass was already decreasing the jump range to within Asp range. I couldn't make the jump with 5A thrusters either, so instead I turned towards the Asp.
  4. The Asp has a much higher boost speed with the 4D thrusters already and only needs a 3D distro for being able to "comfortably" make the jump in time.
Having selected the Asp for Gone, I could choose between Large and Small ships for the other two categories.
  • In these categories straight line normal space speed was key, with some advantage gained by maneuverability aswell
  • The two fastest large ships are the Orca and the iClipper, the fastest small ships are iEagle and Cobra Mk. III.
  • Out of the small ships, the Cobra can hold an average 440-450m/s over a long period of time (due to its 3A Distro). The iEagle however has a slightly undersized Distro and thus is a bit slower over long distances (I didn't actually test that, but iirc it's the case :D)
  • As the Cobra is faster than both of the Large ships I chose it for Fast and Furious, as Cannonball Run seems to rely more on piloting than on raw speed, so the disadvantage of a slower ship could be offset.
  • I did a lot of test runs with Orca and Clipper. Technically the Clipper should be a tiny bit faster than the Orca, as it has a larger Distro and a (much) better Supercruise maneuverability (see below)
  • I still chose the Orca, because (1) it's the Orca, (2) has a boost warning sound and (3) the lack of "Lithobraking Anchors" makes it much more likely to pass mailslots, ships and landing pad floodlights without getting caught.


Outfitting and Preparation
  • Fast and Furious: Biggest Thrusters and Power Distributor of course. The rest of the components doesn't matter, as long as the total ship mass is below the Minimum Mass of the thrusters (seen in the thruster stats in outfitting) or, if that's not possible, as low as you can get it. Shields are a nice addition if you don't want to play the joker. (Am I still a Buckyballer if I recommend shields? :rolleyes:)
  • Cannonball Run: Same as Fast and Furious, only a bit less important.
  • Gone in 60s: The other way around. Lightest Thrusters and Distro that still allow for starting the jump in time. Biggest FSD. Strap everything else out, replace all other components with smallest D, throw all the unnecessary stuff out (shields are unneccessary in this case; I wonder why we can't throw life support out), drill holes into the hull, replace cockpit glass with foil and duck tape, don't eat too much, ... :p
  • Gone in 60s: Put fumes into the tank. My (new) way of doing this:
    1. Fit a fuel tank that's smaller/as big as your 'fuel per jump' amount
    2. undock and dock again (the game is broken. Since the beginning.)
    3. Fit a combined tank size that lets you use the 10% refueling option cleverly: In the Asp's case you should fit 10t (2t + 8t optional internal), as 10% of that is exactly 1t and thus you can refuel to exactly 5t, which is the 5A FSD's max. amount per jump.
    4. undock and dock again. Yes, it's annoying.
    5. Station Services -> Advanced Maintenance -> Fuel Store -> Refuel 10% until you're at your desired amount
    6. Wonder why your initial fuel level is 25% instead of 20%. Seriously, the game is broken or I'm missing something (at least you can refuel 10% now) :D
  • Gone in 60s: To find the optimal system that's just inside your jumprange, tools like eddb.io are your friend: While that's maybe not the exact purpose of the system search function, removing all filters and thus just listing all systems surrounding Clayakarma enables you to find the perfect jump destination.
  • Bookmarks, remember bookmarks!
  • It's of course advisable to get all the ships ready to go (with the correct amount of fuel fumes in the tank) before starting your run
  • Starting from the right landing pad is very important in all categories as that determines the distance and maneuvering you'll have to overcome to leave the station. Generally, the pads at the back allow for a safer and less complicated station exit, but the extra distance can cost a few seconds. Pads in the middle of the station are a good compromise most of the time. Also, it's easier to leave from pads that are at an angle (ideally 90°) to the width of the slot, as you don't have to be as precise with your upward momentum. For the large ships only pad 32 really met that criteria, as all other pads are either parallel to the slot, at the back of the station or simply don't exist due to the agricultural installations in Sinclair Port. I tried to get the perfect pad for each run by taking off and (re)requesting docking permission outside the station. This luckily wasn't necessary in my first run; I somehow got good pads and very little Beluga traffic there :p
  • Order of runs: I started with Cannonball, as that was the most likely run to go wrong (masslock, bad piloting, obstructed pad 32), then did the Gone jump and finally flew Fast (as that was the easiest of the three). I had no big problems with doing everything inside the 15min time frame, despite having to do two jumps on the way back due to bad scooping. Self destructing could have saved some time there aswell.
  • The joker: I have no idea. I didn't use it, but that was mainly due to me forgetting to think about it before starting a run :D


Flying
  • The usual stuff, although more important to get it right in a very short race like this
  • Boosting directly after takeoff (except for pads at the very front of the station) was in my opinion very important here, as I'd say takeoff was the descisive moment in Fast and Furious for example.
  • Cannonball Run: As pointed out by Inga earlier, having Sinclair Port deselected until the very end of the time period made a huge difference: The ships SC-computer regulates the speed not only depending on your position in a gravity well, but also depending on what you have targeted. In previous races, this was for example notable with the deselect-reselect trick on approach of high-orbiting stations. When leaving a targeted station, your speed will rise more slowly because you're near the station and your speed should thus stay in the order of magnitude of being able to drop out at a precise point easily. If you deselect the station however, your speed is just calculated based on the distance to the 'host' planet (and other bodies) and thus in most cases much higher. This effect was most notable at the beginning of cruising away, for maximum effect I still tried to reselect the station only a few seconds before hitting the 60s-limit.
  • Cannonball Run: Turning away from the planet (ideally before entering SC) also had an effect, as you'll leave the gravity well quicker that way and accelerate faster.
I'd love to hear about any comments, additions and questions :)


It has been a wonderful racing season! Gigagrams of fun have been had, Millions of credits have been vapourized, I have now seen over 120 insurance screens and more than 500GB of Buckyball footage (only the fastest runs and compressed :eek:) on my harddisk. I'll be getting a new SSD for Christmas :D
A huge thank you to everyone for the great racing (except that Swift-Walker-Econ-Sprint. I'm still mad that I didn't win that :p), the entertaining comments in the forum threads and the incredibly fun times had!
Merry Christmas and fly fast, CMDRs o7
 
i must have deleted, or not captured (doesn't sound like an error i'd make!), the video of racer1 smashing my FdL into the station wall and then feeling the burn of 'station laser' !

So you'll have to make do with this equally hilarious outtake.

"I'll just check everything is in order; modules - check, destination - check, Orca debris cleared - check. This is the one, feeling good. Launch and boost <-lightspeed->"

[video=youtube_share;Fm-3TvHVjB4]https://youtu.be/Fm-3TvHVjB4[/video]

many thanks to cookiehole for his in depth analysis. i always read it and think "OK, that sounds reasonable. I can do that" I can't, yet. practice, practice, practice. One day cookie, one day!
chapeau!
 
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Put fumes into the tank. My (new) way of doing this:
  1. Fit a fuel tank that's smaller/as big as your 'fuel per jump' amount
  2. undock and dock again (the game is broken. Since the beginning.)
  3. Fit a combined tank size that lets you use the 10% refueling option cleverly: In the Asp's case you should fit 10t (2t + 8t optional internal), as 10% of that is exactly 1t and thus you can refuel to exactly 5t, which is the 5A FSD's max. amount per jump.
  4. undock and dock again. Yes, it's annoying.
  5. Station Services -> Advanced Maintenance -> Fuel Store -> Refuel 10% until you're at your desired amount
  6. Wonder why your initial fuel level is 25% instead of 20%. Seriously, the game is broken or I'm missing something (at least you can refuel 10% now) :D

Ok, our methods of refueling on fumes were NOT the same then, mine was an entirely different approach (warning, small wall of text ahead):
I eyeballed it.

A huge thank you to everyone for the great racing (except that Swift-Walker-Econ-Sprint. I'm still mad that I didn't win that :p)

Wait, why? You didn't win that?
Oh, right, you didn't win that. :p
 
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Curiously, I had a third method of ensuring my ship was jumping on fumes. I looked at the current jump range on the info panel of my ship as I was fuel scooping at Clayakarma. When it reached 32 ly, I pulled away from the optimal scooping range, which left me around 36-37 ly of fuel. Then i'd just skim off the last little bit of fuel I needed, before returning to Sinclair Port.
 
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I didn't get it immediately...had to look at it for a good whale.

No rep to give around, but you know I'd do it if I could ;)
It's good to know my lame attempts at humor are appreciated. I'm dealing with a dad handicap, so all attempts at humor are required to be lame. :D Preferably puns.

Congratulations to cookiehole because is the usual, relentless crusher of hopes and ambitions,
That would've been a good name for my Clipper too, come to think of it... "Cookiehole the Dreamcrusher"


I hope to see this race concept used again in the future, thank you furrycat for coming up with this!
Yeah, this was a cool one. Wouldn't mind seeing a two-week version later, I think it's got enough complexity that as long as it's short it could lead to some fun jockeying on the leaderboards. Although I would include a rule regarding runs being submitted within 24-48 hours of completion, as there seemed to be an incentive here to keep them a secret until the end (which I definitely did, but probably didn't benefit from)


Good news everyone three people. CMDR cookiehole displays generosity as well as skill, offering to pass on £15 of his winnings to the second, third and fourth placed competitors.

So Bruski, AkenB. and Brother Sabathius you can claim your choice of Frontier store goodies up to a value of £5 each. Send me your game account email address and choice of item(s). I'll try to dish out the prizes this afternoon/evening.
:eek: [squeeeee]
rxLXQjl.jpg



Sorry I saw a small typo here, of course I meant "generous, talented and humble gentleman", damn autocorrect...here, corrected. :D

You really can't find nicer gentlemen and ladies than around here!
Agreed! Although I think it's very rare Buckyballers are referred to in such polite terms. ;) Especially by Traffic Control.



And, because I could, evidence of many tries, much damage, and annoying the locals. :D
(spot the comedy Orca)

o7 everyone, it was a pleasure to race with you !

https://youtu.be/Q5yubRbyewM
That was hilariously beautiful, nice editing! A perfect cap on the Buckyball year.

I've had a great time the past few months competing, crashing, optimizing, and bantering with all you fine folk, and am so happy to have found this small cadre of crazies in the galaxy. :D

So Merry Christmas to all, and may 2017 be a year where we all fly faster. :cool: Because if you can't fly safe, FLY DANGEROUS.

And thanks for all the Orcas. :D

tebmRvX.jpg
 
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Yesss, it's working, they haven't noticed that I left before paying the bar tab :D
I knew there was a catch!


For all categories I started by selecting the ships that would be decent/good, mainly by comparing the maximum values of speed and jump range in coriolis.io (the table on the main page with different sorting options can be very useful).
This seems more sensible than me. I was hoping by choosing differently than others (using the small ship in the supercruise race), I would be able to take advantage of the points system for this race, but alas, it was not to be.


[*]The Asp has a much higher boost speed with the 4D thrusters already and only needs a 3D distro for being able to "comfortably" make the jump in time.
From my discussions with CMDR Inga, it sounds like it might have been possible to do the Asp with a 1D Distro, and thus beat 37.98 and get something like 38.17. However, there were targeting issues involved, but It surprises me that no one actually pulled this off (I didn't realize it was possible).


[*]I still chose the Orca, because (1) it's the Orca, (2) has a boost warning sound and (3) the lack of "Lithobraking Anchors" makes it much more likely to pass mailslots, ships and landing pad floodlights without getting caught.
I really need to get one of these, mainly for the boost sound, but also because the Clipper's unwieldy shape caused MANY lithobraking incidents on that tiny main slot.


(Am I still a Buckyballer if I recommend shields? :rolleyes:)
BURN THE HERETIC!


I wonder why we can't throw life support out
That's such a Buckyball question. I agree though, it would be so nice to do away with. Heck, we don't really need sensors either.


[*]Gone in 60s: Put fumes into the tank. My (new) way of doing this:
[*]Fit a fuel tank that's smaller/as big as your 'fuel per jump' amount
[*]undock and dock again (the game is broken. Since the beginning.)
[*]Fit a combined tank size that lets you use the 10% refueling option cleverly: In the Asp's case you should fit 10t (2t + 8t optional internal), as 10% of that is exactly 1t and thus you can refuel to exactly 5t, which is the 5A FSD's max. amount per jump.
[*]undock and dock again. Yes, it's annoying.
[*]Station Services -> Advanced Maintenance -> Fuel Store -> Refuel 10% until you're at your desired amount
By undock and dock, do you mean from the station? In my experience, it was only necessary to exit the outfitting menu to reduce the amount of fuel in the tank. And the second undock/dock wasn't necessary at all. Hopefully int he future this can save you some time.


[*]Wonder why your initial fuel level is 25% instead of 20%. Seriously, the game is broken or I'm missing something (at least you can refuel 10% now) :D
I think there's a 0.5 ton reserve tank. This annoyed me greatly as well, since getting to 5 tons would be much nicer than 5.5, even though it wasn't strictly necessary here.


[*]Gone in 60s: To find the optimal system that's just inside your jumprange, tools like eddb.io are your friend: While that's maybe not the exact purpose of the system search function, removing all filters and thus just listing all systems surrounding Clayakarma enables you to find the perfect jump destination.
Good pointer, it sounded like some were trying to find it using the trading tools, but the system and station searches are for me the most useful parts of EDDB.


[*]It's of course advisable to get all the ships ready to go (with the correct amount of fuel fumes in the tank) before starting your run
Only in Buckyballing is 5 tons of fuel referred to as "fumes." :p


[*]Order of runs: I started with Cannonball, as that was the most likely run to go wrong (masslock, bad piloting, obstructed pad 32), then did the Gone jump and finally flew Fast (as that was the easiest of the three). I had no big problems with doing everything inside the 15min time frame, despite having to do two jumps on the way back due to bad scooping. Self destructing could have saved some time there aswell.
Another strategy I used was to "Sandwich" runs, since Hyperspace took the longest.
Like this:
Supercruise (until I got a good one)
Normal Space
Normal Space (self destruct save a lot of time and opens the possibility for multiples attempts)
Hyperspace
Normal Space
Supercruise
Supercruise

Or something to that effect.


[*]The joker: I have no idea. I didn't use it, but that was mainly due to me forgetting to think about it before starting a run :D[/quote
i_hug_that_feel.png


[*]Boosting directly after takeoff (except for pads at the very front of the station) was in my opinion very important here, as I'd say takeoff was the descisive moment in Fast and Furious for example.
I'm terrible at this, end up crashing so many times I get scared. But I agree it's incredibly important.


[*]Cannonball Run: As pointed out by Inga earlier, having Sinclair Port deselected until the very end of the time period made a huge difference: The ships SC-computer regulates the speed not only depending on your position in a gravity well, but also depending on what you have targeted. In previous races, this was for example notable with the deselect-reselect trick on approach of high-orbiting stations. When leaving a targeted station, your speed will rise more slowly because you're near the station and your speed should thus stay in the order of magnitude of being able to drop out at a precise point easily. If you deselect the station however, your speed is just calculated based on the distance to the 'host' planet (and other bodies) and thus in most cases much higher. This effect was most notable at the beginning of cruising away, for maximum effect I still tried to reselect the station only a few seconds before hitting the 60s-limit.
I hate this whole system so much. >.< MUH IMMERSHUN!

Anyways, this problem can be somewhat solved by self-destructing your Cobra, because then when you respawn you don't have the station selected, and instead have to frantically get it during the last few seconds of the run!
(somehow it sounded much better when cookiehole described it)


I'd love to hear about any comments, additions and questions :)
Done!
 
What did you say? There's a Community Goal offering a free Eagle paintjob in Santa Muerte? Thanks for the hint, I'll be off then.

PRIZES!!! (or at least free stuff) :) I'm on it :)

Gone in 60s: Put fumes into the tank. My (new) way of doing this:
Fit a fuel tank that's smaller/as big as your 'fuel per jump' amount
undock and dock again (the game is broken. Since the beginning.)
Fit a combined tank size that lets you use the 10% refueling option cleverly: In the Asp's case you should fit 10t (2t + 8t optional internal), as 10% of that is exactly 1t and thus you can refuel to exactly 5t, which is the 5A FSD's max. amount per jump.
undock and dock again. Yes, it's annoying.
Station Services -> Advanced Maintenance -> Fuel Store -> Refuel 10% until you're at your desired amount
Wonder why your initial fuel level is 25% instead of 20%. Seriously, the game is broken or I'm missing something (at least you can refuel 10% now)

Thanks cookiehole for the analysis. Especially the fuel tank voodoo!! :)
Duly bookmarked for future reference.

Quick question tho - why the undock/dock?? Is it giving false fuel readings after switching tanks?? And can you just log out/in instead??
 
From my discussions with CMDR Inga, it sounds like it might have been possible to do the Asp with a 1D Distro, and thus beat 37.98 and get something like 38.17. However, there were targeting issues involved, but It surprises me that no one actually pulled this off (I didn't realize it was possible).

I'm not sure that's possible. I have a 1d overcharged engine rated dist on my explorer asp and it just isn't quite enough to give the boost. Though i'd loved to be proven wrong by the more experienced racers :)

By undock and dock, do you mean from the station? In my experience, it was only necessary to exit the outfitting menu to reduce the amount of fuel in the tank. And the second undock/dock wasn't necessary at all. Hopefully int he future this can save you some time.

That answers my earlier question :)

I think there's a 0.5 ton reserve tank. This annoyed me greatly as well, since getting to 5 tons would be much nicer than 5.5, even though it wasn't strictly necessary here.

Yeh I think the reserve tank is the supercruise tank.

And what is it with the rep thing!?!? I've repped everyone once but it wont let me do it again to anyone!?!? :(
 
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Agreed! Although I think it's very rare Buckyballers are referred to in such polite terms. ;) Especially by Traffic Control.
I mostly hear them talking like this:
[video=youtube_share;LE8TLABwubg]https://youtu.be/LE8TLABwubg[/video] :D

From my discussions with CMDR Inga, it sounds like it might have been possible to do the Asp with a 1D Distro, and thus beat 37.98 and get something like 38.17. However, there were targeting issues involved, but It surprises me that no one actually pulled this off (I didn't realize it was possible).
I think in my first (and only) test run with 1D Distro I wasn't able to make the jump in time. I might have overlooked something though, will try to test this again.

I really need to get one of these
Everybody needs to get one of these :D

By undock and dock, do you mean from the station? In my experience, it was only necessary to exit the outfitting menu to reduce the amount of fuel in the tank. And the second undock/dock wasn't necessary at all. Hopefully int he future this can save you some time.
I had wrong fuel gauge values and stuff like that until I undocked (from the station), so I just did it everytime to be safe. Entirely possible that it works without undocking aswell :)

I think there's a 0.5 ton reserve tank. This annoyed me greatly as well, since getting to 5 tons would be much nicer than 5.5, even though it wasn't strictly necessary here.
That sounds plausible. I think the reserve is built into the ship (you wouldn't be able to do 2 jumps on a 10t tank with the Asp otherwise), so that would mess up the scale a bit (1.05t as 10%). I'm not sure if everything is working as planned in this menu... I think I'll look into it a bit deeper at some point to confirm my inability to understand this system correctly :D

I hate this whole system so much. >.< MUH IMMERSHUN!
I think about it as a ship computer feature, a bit like ESP in cars. It's nice to have in most cases, but you'll have to turn it off to go fast.


Quick question tho - why the undock/dock?? Is it giving false fuel readings after switching tanks?? And can you just log out/in instead??
I think relogging might work aswell. As noted above it's not really mandatory, it was more of a troubleshooting measure to get the fuel gauge and the fuel store working correctly.

And what is it with the rep thing!?!? I've repped everyone once but it wont let me do it again to anyone!?!? :(
I think you have to give rep to about 20 different people before you can rep one user again.
 
cookiehole,

Try redistributing power from engines once your speed is above 120m/s as your FSD is spooling up. The speed required to jump depends upon your pip settings, and I've found shifting power out of the engines starts the jump countdown immediately.

I also started my jump acceleration about half a kilometer before the "theoretical" mass lock limit of 4 kilometers, relying on momentum to carry me out of mass lock. As long as there wasn't a T-9 or Beluga extending that range, of course. :roll eyes:

There were a frustratingly large number of times the countdown hit "engage" a second or two late, which is why I kept at it until the last day. Maybe if I had been just a bit better at leaving in a hurry...
 
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