Community Event / Creation Buckyball Racing Club presents: Tunnel Vision (25.02.3303 - 06.03.3303)

Warning! Confusing "map" inside. Don't look at this if you want to understand how the installation looks.
http://i.imgur.com/jr3n9St.jpg
You have been warned :p
I didn't actually use it during a run, but trying to bring the installation down on paper helped getting a feel for the structure of this thing and I found one of the (green) completely free tunnels easily in the (only) run that I did afterwards (I couldn't fit any weapons on Crater Creator since my FSD roll wasn't optimal)


I'm still working on cutting all crashes and other interesting moments together* but since my editing skills are practically nonexistent the final product won't be anything more than a few clips glued together maybe with a bit of background music.
If anyone with more skill and patience than I wants to do a video I'd be happy to send you the footage aswell :)

*part of the delay is due to chemical manipulators (on which I wanted to stock up for FSD upgrades) apparently being pretty much unobtainable now, except for mass-murdering refugee-T9s at Convoy Beacons in Outbreak Anarchy systems (which are of course rare to find and far off) and I spent about 3h yesterday until I got a few units...

Bloody hell ... not seen this one before ...

yhVzzFV.jpg
 
Well, here is my vid of shame :D It was a good excuse to try out a new editor, and it seems quite good, and is free (!). It's called Videopad and you can get it here: http://www.nchsoftware.com/videopad/

Alex: The Windows Essentials pack has reached end-of-support, and it seems you cannot download it any more :(

Looking forward to the next race!

https://youtu.be/O-W7TFi-5rc

Waddya know, turns out I CAN watch more tunnel videos. That was absolutely brilliant! [haha]
 
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CMDR Bruski Notes on Buckyball Tunnel Vision

Beware poor formatting. :p

Course
I used EDTS to compute the best course, after finding named stations near the installations given in the race instructions.
I queried it for the amount of jumps with every LY of jump range to find the break points. They were something around here
>33 = 10 jumps
>36 = 9 jumps
> 40.86 = 8 jumps
> 56 = 7 jumps

I only really cared about the 40.86 break point, because the extra jump (estimate 45 seconds per jump) seems long enough in this race to not be worth switching ships over. This might have been wrong, looking at the spread among the top 5 places, but I took it as a working principle.

Ship Selection
With 40.86 LY as the minimum jump range, I calculated 40.86/1.45 (roughly the max boost possible from engineering) and found that any ship with a max jump range under 28 LY without engineering was out.
Remaining Options: Anaconda, AspX, Hauler, DBX, iCourier AspS, T6 Adder, Python, DBS, Keelback, Cobra MkIII.

Since the bonus was determined by MLF, it also made sense to eliminate multiple ships with the same MLF, and take the faster or more manuverable of the two.
Hauler is alone as MLF 6
iCourier is faster than the Adder for MLF 7
DBS and Cobra MK III are the fastest and most maneuverable of MLF8
DBX (MLF10) probably is slightly less maneuverable and slower than the AspX (MLF11), and the T7 is right out. (sorry Holy Cow)
Python and Conda are both in a class of their own.
Remaining Options: Hauler, iCourier, DBS, Cobra3, AspX, Python, Anaconda

Cobra and DBS are both very close on the jump range, and might not have enough mass allotment left for decent thrusters, so I specced out my Hauler, iCourier, and AspX, and dragged them all to the starting line. Later I tried a Python, but I was pretty sure after I tried to squeeze my iCutter through the tunnels that the Conda wouldn’t work well either.
Remaining Options: Hauler, iCourier, AspX, Python.


Jumping
Since 2.2, race jumping has become more of a pain, since if one is jumping in a straight line, the next star in line will be opposite your arrival point. This especially becomes a problem if scooping is necessary, and it usually will be, since carrying less fuel increases jump range.

My general method was to pull away at a tangent from the star ASAP, then dive back in for some fuel once the FSD started charging. My heat would go as high as 150 sometimes, but the hull and module damage seemed to be minimal on a short race (as I think cookiehole has mentioned beforehand). This method required much more concentration than I was used to during jumping, since missing that initial turn away from the star could mean several seconds lost while trying to get the next star in line of sight. Netflix is dangerous.


Supercruise
I think this was largely where this race was won and lost, though I’ll have to do some video time comparisons to make sure.

The Izanagi Installation was very close to the planet, in a much lower orbit than most stations. After the standard cookiehole cruise approach, I tried to dive down into it , placing it directly between my ship and the planet core. Approaching from this angle also had the benefit of dropping in from a consistent angle, enabling me to find the same small tunnel for flipping in.

San Tu Installation was way above the planet, meaning that much higher approach speeds were possible, since it wasn’t as deep in the gravity well. Adjusting from the previous installation was always a bit confusing, but wound up ok. I’m glad this one didn’t have GCDs, since lining up a consistent drop was hard.

For quite some time I wasn’t using the complete cookiehole method on the last installation at LFT 1748, because I thought a different approach was called for due to the large gravitational well of that planet, but once I switched back to trust in cookehole, zooming past and pulling around, I dropped my time on that leg by a good 15 seconds.

Tunnels
I initially thought the time saved by doing tunnels wouldn’t be worth it, since I tested on a few of the longer tunnels, and was getting times around 10s per tunnel, which was barely worth the bonus, so my first 6 runs of the race I didn’t do multiple tunnels at all. Then I did some further testing with FAoff and boost, and found that I could consistently get the hauler through 4 tunnels in significantly under 30 seconds, making the bonus very worth it.

I eventually got the AspX through in 24 seconds, so seconds per tunnel. The best method I found was to search for some crossed tunnels which were generally found on the outer corners of the installations away from the round things, as these were very short.

I would start through the tunnel, and about halfway through, FAoff and begin flipping. Once I had turned 120 degrees, I’d switch FAon, and boost back into the tunnel, usually with throttle at 0%. My goal was to burn almost all my boost braking, which was by far the slowest part of the maneuver, and avoid building up too much speed. I heard from cookiehole later that the cargo scoop or landing gear would kill most of the excess boost thrust if you wanted to avoid building up speed, which is an excellent tip to keep in mind for later races. Another reason for figuring out the locations of those corner tunnels was that one of them was always free in LFT158, which meant I didn’t need to bring along or worry about guns, freeing up some weight for hull reinforcements. :D

I think that’s about it, other than practice practice practice. I always seem to underestimate the amount of times I run this, I’m going through my videos and I thought I had run the course maybe 10 times, but it turns out it was 30. o_O
 
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CMDR Bruski Notes on Buckyball Tunnel Vision

Beware poor formatting. :p

Course
I used EDTS to compute the best course, after finding named stations near the installations given in the race instructions.
I queried it for the amount of jumps with every LY of jump range to find the break points. They were something around here
>33 = 10 jumps
>36 = 9 jumps
> 40.86 = 8 jumps
> 56 = 7 jumps

I only really cared about the 40.86 break point, because the extra jump (estimate 45 seconds per jump) seems long enough in this race to not be worth switching ships over. This might have been wrong, looking at the spread among the top 5 places, but I took it as a working principle.

Ship Selection
With 40.86 LY as the minimum jump range, I calculated 40.86/1.45 (roughly the max boost possible from engineering) and found that any ship with a max jump range under 28 LY without engineering was out.
Remaining Options: Anaconda, AspX, Hauler, DBX, iCourier AspS, T6 Adder, Python, DBS, Keelback, Cobra MkIII.

Since the bonus was determined by MLF, it also made sense to eliminate multiple ships with the same MLF, and take the faster or more manuverable of the two.
Hauler is alone as MLF 6
iCourier is faster than the Adder for MLF 7
DBS and Cobra MK III are the fastest and most maneuverable of MLF8
DBX (MLF10) probably is slightly less maneuverable and slower than the AspX (MLF11), and the T7 is right out. (sorry Holy Cow)
Python and Conda are both in a class of their own.
Remaining Options: Hauler, iCourier, DBS, Cobra3, AspX, Python, Anaconda

Cobra and DBS are both very close on the jump range, and might not have enough mass allotment left for decent thrusters, so I specced out my Hauler, iCourier, and AspX, and dragged them all to the starting line. Later I tried a Python, but I was pretty sure after I tried to squeeze my iCutter through the tunnels that the Conda wouldn’t work well either.
Remaining Options: Hauler, iCourier, AspX, Python.


Jumping
Since 2.2, race jumping has become more of a pain, since if one is jumping in a straight line, the next star in line will be opposite your arrival point. This especially becomes a problem if scooping is necessary, and it usually will be, since carrying less fuel increases jump range.

My general method was to pull away at a tangent from the star ASAP, then dive back in for some fuel once the FSD started charging. My heat would go as high as 150 sometimes, but the hull and module damage seemed to be minimal on a short race (as I think cookiehole has mentioned beforehand). This method required much more concentration than I was used to during jumping, since missing that initial turn away from the star could mean several seconds lost while trying to get the next star in line of sight. Netflix is dangerous.


Supercruise
I think this was largely where this race was won and lost, though I’ll have to do some video time comparisons to make sure.

The Izanagi Installation was very close to the planet, in a much lower orbit than most stations. After the standard cookiehole cruise approach, I tried to dive down into it , placing it directly between my ship and the planet core. Approaching from this angle also had the benefit of dropping in from a consistent angle, enabling me to find the same small tunnel for flipping in.

San Tu Installation was way above the planet, meaning that much higher approach speeds were possible, since it wasn’t as deep in the gravity well. Adjusting from the previous installation was always a bit confusing, but wound up ok. I’m glad this one didn’t have GCDs, since lining up a consistent drop was hard.

For quite some time I wasn’t using the complete cookiehole method on the last installation at LFT 1748, because I thought a different approach was called for due to the large gravitational well of that planet, but once I switched back to trust in cookehole, zooming past and pulling around, I dropped my time on that leg by a good 15 seconds.

Tunnels
I initially thought the time saved by doing tunnels wouldn’t be worth it, since I tested on a few of the longer tunnels, and was getting times around 10s per tunnel, which was barely worth the bonus, so my first 6 runs of the race I didn’t do multiple tunnels at all. Then I did some further testing with FAoff and boost, and found that I could consistently get the hauler through 4 tunnels in significantly under 30 seconds, making the bonus very worth it.

I eventually got the AspX through in 24 seconds, so seconds per tunnel. The best method I found was to search for some crossed tunnels which were generally found on the outer corners of the installations away from the round things, as these were very short.

I would start through the tunnel, and about halfway through, FAoff and begin flipping. Once I had turned 120 degrees, I’d switch FAon, and boost back into the tunnel, usually with throttle at 0%. My goal was to burn almost all my boost braking, which was by far the slowest part of the maneuver, and avoid building up too much speed. I heard from cookiehole later that the cargo scoop or landing gear would kill most of the excess boost thrust if you wanted to avoid building up speed, which is an excellent tip to keep in mind for later races. Another reason for figuring out the locations of those corner tunnels was that one of them was always free in LFT158, which meant I didn’t need to bring along or worry about guns, freeing up some weight for hull reinforcements. :D

I think that’s about it, other than practice practice practice. I always seem to underestimate the amount of times I run this, I’m going through my videos and I thought I had run the course maybe 10 times, but it turns out it was 30. o_O

Fascinating. I'm always kind of amazed at how much effort some of you guys put into preparing for and optimising your race runs, it's really impressive. I just kinda go with a gut "ooh, I reckon' this ship this time around", strip it down for weight, juussst maybe (if I'm feeling really keen) tinker with the fuel tank size and then turn up and race. That's probably why I usually come about 7th. :D
 
Note to Bruski: edts can plot straight to systems. You don't need to specify a station name.

I did try to drag a Courier round the course but never made it. Either I would mess up my fuel or ram the capital ship in Parutis!

The process was:

Spend two hours looking for pharmaceutical isolators so I could roll grade 5 dirty drives.
Spend a further hour looking for datamined wake exceptions so I could roll grade 5 increased FSD range.
Roll +49% FSD range. >(⌐■-■)< I would need it.
Roll lightweight life support.
Roll overcharged power plant on a 2D plant until I procced a mass reduction secondary.
Roll engine focused power distributor on a 3A distributor for much boosting.

Now we're ready to race.

Open galaxy map and plot to Izanagi A 1 bookmark.
The route planner wants me to go via Tricor which is relevant to my interests.
At Tricor scoop to just under full before jumping. Scooping to full will leave me with too much fuel. I'm aiming for half a notch on the gauage remaining.
At Izanagi fly away from the star without scooping otherwise I will end up with too much fuel again.
After lining up with the installation, target it from the target panel, open the galaxy map and plot to the San Tu 4 C bookmark. Then retarget the installation for the approach.

Fly through tunnels.

The planner wants me to go to San Tu via LHS 273 but that will use too much fuel so open the galaxy map and manually select (not plot) Ross 440. Jump to there.
At Ross 440 fly away from the star again. Mustn't scoop.
Open galaxy map. Route planner automatically reactivates route to San Tu 4 C.
At San Tu immediately check jump range on the systems panel. I need a range of 40.86Ly. I probably need to scoop just a little bit but I mustn't scoop too much. EDTS told me I would burn almost exactly enough fuel up to this point to arrive within the 1.78-2.1T bracket I need.
Target installation and fly towards it. Open galaxy map and plot to LFT 1748 A 2. Retarget installation and approach.

Fly through tunnels.

The planner wants me to take two jumps to LFT 1748 but I know I can jump via Bodedi with a 40.86Ly range. SZ Ursae Majoris is 41.14Ly away; I can't possibly reach that with my build. Open the galaxy map, manually select Bodedi and jump.
At Bodedi head straight for the star. I am on fumes at this point and need to scoop to get anywhere. Open the galaxy map so the route to LFT 1748 is automatically recalculated.
Quickly close the map and try to line up the jump. By this point my poor ship is on fire and I can't jump anyway because I still don't have enough fuel. Spam the jump button until finally I can engage the FSD. I won't make it much further than the next system if I don't hang around to scoop some more. By the time I leave the system my heat is at 180% and I'm taking internal damage. If I fit a heat sink I can't possibly make the jump here.
At LFT 1748 dive towards the star and then open the map and plot to Evans Port. Quickly close the map and target the installation. I need to scoop up to 1.95T of fuel to make the 33.07Ly jump to Vega, so make sure I do that before heading to the installation.

Fly through tunnels.

Select next waypoint. Sometimes the planner wants me to take two jumps to Parutis. Other times it correctly sends me via Vega. Check that and open the map to select Vega manually if the planner is messing with me.
At Vega scoop and jump to Parutis.

Crash into capship.
 
Being perpetually short on cash, time, and materials in this game, plus zero desire to grind, I only have a handful of engineered FSDs and thrusters to work with. As a result, I've always tended to view ships more as a framework to attach the important stuff to, rather than discrete entities in and of themselves. Modular storage only made it easier to do.

On the FSD front, I have good Class 2A, Class 4A, and a Class 5A, plus a fantastic Class 5A for my AspX, Emerald Dawn, and an okay Class 3A. The lack of a good Class 3A FSD was due to not really liking combat, and preferring the Hauler over the Adder as a budget explorer. This WILL be changing, now that I have access to an Imperial Courier. I just need to stumble upon more Chemical Manipulators so I can make some more grade five rolls.

On the Thruster front, not having any desire to pursue Qwent to unlock Palin, I'm making due with Ms. Farseer for my thruster upgrades, all of which are modified as clean drives, for heat resistance. I have a much wider variety of thrusters to work with, both rank A's and D's, types regular and enhanced.

As for why I've built a racing Hauler? I've been a huge fan of the Hauler as an explorer since it was introduced. The lack of exploration modules, combined with the Hauler's low cost, made it a natural choice for exploration, due to its costs. With the addition of enhanced thrusters, the "slow" Hauler can outboost a Cobra Mk III, making it deceptively fast, a fact that appeals to me on many levels. ;)

I'd also like to thank Wolverine and cookiehole for the free video editing software recommendations. I've been thinking about trying this myself, and now I don't have to try my luck with google. ;)
 
Thanks for running a great race Alec, sorry I didn't make it there sooner. :)

Congrats to Cookiehole for winning again, and to everyone up near the top of the table, I'm stunned by Bruski's AspX time, I need to study his notes and videos I think. :D

I'm not sure if my bloopers survived my video recording problems during the race - I do know that one involved starting on pad 38, and thinking it's not really a problem in this race as I need to fly around the capital ships anyway. So I popped up off the pad, cleared the stupid building that's in the way and boosted the length of the hangar bay - straight into the Beluga coming in through the slot. I think I'd pressed boost the second time just as I realised what it was, and that I really wasn't going to squeeze under it! :eek:

I think that the main thing that I've learned from this race is that I really, really can't just turn up on the final day anymore and hope to finish in the top half of the table, but I'm glad I managed to join in again for the first time in months. :D
 
Thanks for running a great race Alec, sorry I didn't make it there sooner. :)

Congrats to Cookiehole for winning again, and to everyone up near the top of the table, I'm stunned by Bruski's AspX time, I need to study his notes and videos I think. :D

I'm not sure if my bloopers survived my video recording problems during the race - I do know that one involved starting on pad 38, and thinking it's not really a problem in this race as I need to fly around the capital ships anyway. So I popped up off the pad, cleared the stupid building that's in the way and boosted the length of the hangar bay - straight into the Beluga coming in through the slot. I think I'd pressed boost the second time just as I realised what it was, and that I really wasn't going to squeeze under it! :eek:

I think that the main thing that I've learned from this race is that I really, really can't just turn up on the final day anymore and hope to finish in the top half of the table, but I'm glad I managed to join in again for the first time in months. :D

Really glad you managed to make this one, even if only for the last day! (didn't you miss out on "Kick the Alien" too - felt bad about that).
 
Fascinating. I'm always kind of amazed at how much effort some of you guys put into preparing for and optimising your race runs, it's really impressive. I just kinda go with a gut "ooh, I reckon' this ship this time around", strip it down for weight, juussst maybe (if I'm feeling really keen) tinker with the fuel tank size and then turn up and race. That's probably why I usually come about 7th. :D

The amount of planning and organization displayed is impressive indeed. I feel imbarassed but how much I am incapable of such levels of mental discipline, but you know, that thing about following guts, riding unicorns and smelling colours :)...

...problems arise when the guts bring me into a Lakon freighter. They tend to do this often as of lately. :D

Thank you all for the blooper videos! I don't feel alone anymore :p
 
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(didn't you miss out on "Kick the Alien" too - felt bad about that).
Yes I missed "Kick the Alien," but totally my own fault. I lost some of my enthusiasm for the game while travelling back from Jaques after "The Long Haul." It took me far, far longer than it should to get back.

"Kick the Alien" was either the last race while I was outside the bubble, or I arrived back during the race, but didn't get time for my usual last minute entry.

I have visited one of the crash sites since the race, to collect unknown fragments for Prof Palin's fragment collection. My SRV skills are so dodgy that I'd have embarrassed myself anyway - I'm more like "Trip over the Alien (and limp away)" :D :D :D ;)

I'm very envious of the SRV driving flying skills of Nookie, Cookiehole, etc. I thought that I had the hang of it, but I've been SRVing around a lot recently and I tend to over to it when I pitch forward to go really fast. I end up with a buggy cartwheeling through the sky. :eek:
 
I'm very envious of the SRV driving flying skills of Nookie, Cookiehole, etc. I thought that I had the hang of it, but I've been SRVing around a lot recently and I tend to over to it when I pitch forward to go really fast. I end up with a buggy cartwheeling through the sky. :eek:

I went back to WASAT this morning to re-run the Elwood Camp to Ferguson Prospect run. My SRV skills have clearly improved a little bit (managed the run in 28mins whereas my best Wasat Cup time was just over 30m) but my top speed is still only around 42m/s and typically, the minute I start going that fast a spin out tends to follow almost immediately. So yeah, I too am still pretty amazed by the skills of drivers like Nookie and co. - they make it look so easy but I know that those high speed landings and tiny corrections of attitude to ensure that you keep going straight take a LOT of skill.
 
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