Community Event / Creation The Buckyball Racing Club Presents: The Aquarian Job (Magic 8-Ball Championship, Race 2)

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The Buckyball Racing Club has renewed its partnership with Clayakarma Electronics, to celebrate the 5th anniversary of their low-budget blockbuster movie "The Aquarian Job", a modernized reboot of the 30th century original classic "The Lavian Job".

Participating members will be involved in a re-run of the wildly successful promotional race, covering the main locations of the events portrayed in the movie; namely, the populous London Relay in the iconic Epsilon Indi system, the solitary Bridger Town planetary outpost in Chi Herculis, and the far-flung Cooper Arena settlement in the 241 G. Aquarii system, around which the main movie plot revolves.

RULES AT A GLANCE
Because of the terrain changes in Odyssey, this race must be run only in Horizons.

While we encourage racers to fly in Open mode for the chance of meeting other competitors on the course, you can use whatever game mode you wish to complete your runs.

The race can be run in two different classes: a Regulation Cobra class, and an Open Unlimited class where every type of ship in any configuration is welcome.
Docking computers, Supercruise Assist, Neutron boosting and FSD injection are NOT permitted.

Of course, participants can have runs in both classes. Open Unlimited attempts in multiple ships are allowed, though only the best entry will show on the boards at any one time.
  • Start from London Relay in Epsilon Indi with a fully fueled and repaired ship.
  • Fly to Bridger Town in Chi Herculis, land there and depart
  • Reach Cooper Arena in 241 G. Aquarii
  • Land at least 8 km away from the settlement. Any point is valid, as long as its distance from Cooper is no less than 8 km.
  • Reach the settlement by SRV and scan the data point there.
  • Put at least 5 km between you and the settlement, then recall your ship for departure
  • Land again at London Relay in Epsilon Indi
Simple right?

Repairing and refueling of the ship during the run is NOT allowed, participants will have to plan ahead their scoopings and manage their hull integrity accordingly (more on this below). Repair of the SRV by synthesis IS allowed.

The race runs from Saturday March 19th 3308 at 00:00:00 GMT to Sunday March 27th at 23:59:59 GMT. All times are server time. Entries ending after the deadline are still valid as long as they started before it.


SHIP CLASSES
  • Regulation Cobra: To be eligible for the regulation class, the ship must be outfitted exactly like this
  • Open Unlimited: any space-worthy contraption is good to go. Guardian modules and engineering are allowed. Go nuts!
Also, you see those things called shields? You will not need them. This race is to be run shield-less for reasons you will see below. You don't need to fit a generator at all for Open Unlimited, switch the shield off before the start for Regulation Cobra.


COURSE INSTRUCTIONS

  1. While docked at London Relay, take a screenshot of the station main screen showing your credits, and another of your module panel showing your ship's loadout.
  2. Take another screenshot before launching with the clock visible, this will count as the start time of your entry.
  3. Go, go, go!
  4. Reach Bridger Town in Chi Herculis, land there and take a screenshot when docked with station clock visible.
  5. Depart immediately and head for Cooper Arena; once there, find a suitable spot to land that is no less than 8 km away from the settlement.
  6. Take a screenshot in the landed ship, showing both clock and distance to settlement. This will count as your SRV section start time.
  7. Reach Cooper Arena; once there, scan the data point and take a screenshot showing the scan confirmation message and the clock.
  8. Get away from Cooper arena and take a screenshot when you have driven at least 5 km away from it before returning to your ship (the ship can be recalled at any time, just make sure to have traveled 5 km away as requested before boarding it)
  9. Take another screenshot as soon as you stop under your ship ready for boarding. The screenshot must show the clock, 0 m/s speed and the "Board ship" light on. This will count as your SRV section finish time. (sorry for asking you two screenshots for the recall part; during test runs I noticed that the ship had an habit of landing several hundred meters back before the 5 km line, making it impossible to prove to have traveled the required distance in a single capture)
  10. Depart and fly back to London Relay in Epsilon Indi
  11. Once docked, take a screenshot showing your hull and the station clock, this will count as the finish time of the complete entry.
  12. Take a last screenshot of the station main screen showing again your credits. For the entry to be valid, this value must be the same as the starting one (NO refuel or repair during race).
If you did everything right, you should find yourself with no less than 10 screenshots. Upload them to a web-based album such as Imgur, so it's only one link to post in the entry.
You can also record a video to submit for entry.


HULL TIME BONUSES
Fly that ship delicately around the course, finishing with a pristine 100% hull and earn a generous 20 seconds bonus.
Or .. Channel your inner reckless maniac and drop that thing on the finishing pad with smoke pouring from the vents and held together by the strongest duct tape at 1% hull to be rewarded with a full 60 seconds bonus. Intermediate levels of hull damage will be rewarded as listed below.
  • 100% - 20sec
  • 50-99% - 0sec
  • 25-50% - 5sec
  • 2-25% - 10sec
  • 1% - 60sec

Submit your entry using the form below:
ENTER HERE
 
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Yes! Can't wait for this, loved this one the first time around. I'm glad to see I can tactically recall my ship before getting 5km from Cooper, I seem to remember it being a point of contention that I was doing this in the original race. I also want to question the non neutron boosting rule. I'm assuming/hoping what this means is that you can't pre neutron charge your ship before the race starts (e.g. by having it transported back to the start from Jackson's Lighthouse), but that you can supercharge at white dwarf stars en-route during the race?
 
Quick question...cos I am stupid. If there is no refuelling then should the regulation class have the scoop removed?
 
O...kay...
8-Balls Of Fire should by now be in the starting system. I still need to find some way to get to the required distance from Cooper Arena without having to climb a vertical wall...
Intent to leave some skid marks on a few landing pads.
Regulation Cobra 8-Balls Of Fire, CMDR Azzie Elbub (currently on track recon in the Cutter Slip Slidin' Away)
 
Ah ok I can go with a one fuel on unlimited without issue and scoop on regulation. Now I be understanding. Thanks
 
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Looking forward to this @Brother Sabathius, I took part in the original, but only in Regulation Class - which I think must mean that failed to survive an unlimited run.

As with all the Magic-8-Ball races I'll be entering The Nomad in unlimited and Fat Tony's Hotrod in regulation.

I hope to also make a single run in Baymax the Type-9 racer, if I can find a landing spot - I remember it being tight last time.
 
I also want to question the non neutron boosting rule. I'm assuming/hoping what this means is that you can't pre neutron charge your ship before the race starts (e.g. by having it transported back to the start from Jackson's Lighthouse), but that you can supercharge at white dwarf stars en-route during the race?
No pre-charging and also no boosting from White Dwarfs, we're keeping it simple :)
 
That'll serve me right for spending far too long manually plotting WD's to shave one jump off the regulation route! Fair enough ... simple it is then! (if we accidentally hit a WD I guess we have to find another route that goes around it (or just be careful not to scoop at it).
 
This should be a barrel of laughs and also more than likely a rather large dent in the CR balance
That said, Regulation Class - Ninky-Nock & her trusty 6 wheeled stallion, Pinky-Ponk shall be partaking of the challange
best get out there and see what the grounds like and conduct recon.
see you's out there cmdrs
 
That'll serve me right for spending far too long manually plotting WD's to shave one jump off the regulation route! Fair enough ... simple it is then! (if we accidentally hit a WD I guess we have to find another route that goes around it (or just be careful not to scoop at it).
I guess best thing to do is just turn it off unless needed, I have mine mapped to a button on my Stream deck so easy to disable.
 
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