It’s amazing how fast a concept can flourish. One moment there’s nothing, a cold, empty void, and suddenly, before you can count to ten, there’s a spark, followed by a fierce conflagration of ideas that blossom into exciting reality. Therefore, where there was no hope of it ever happending this year, mostly due to the culmination of the Second Thargoid War, Buckyball has been reinstated for a third season!
I think the spark that ignited the frenzy that spawned the Triple Eight (the title given to the third season of eight races) has to be down to the Elite Dangerous development team and the introduction of the new frame shift drive with the overcharge function. A discussion on the Buckyball discord began shortly thereafter focused on how this new mechanic could be used in races. Before long eight races were put up for “bidding” and, not very much later, eight patrons put themselves forward to host a race. It was that quick.
Buckyball seasons from experimental frameshift drives grow!
I was both excited and apprehensive about this. I was dying to try Buckyball again, and really hoping that there would be another season, but as the months passed this became more and more unlikely. I even had a ship prepared and engineered ready (more about that after the second race) but I felt guilty about dropping out mid way through the second season last year and was worried that all those same emotions and sense of burnout would return with a fury once more.
But as the old adage goes, nothing ventured…
The first race, once again hosted by Sulu promised to be a nice simple introduction back into Buckyball. Although, as you have probably gathered, with the unlimited class restricted to just one ship – the plucky little punches-far-above-its-weight Sidewinder Mk I. Now, the Regulation Cobra is a fun old ship, but as my time in game has been a lot less than it has been in recent years, and owing to my complete lack of skill in piloting My Favorite Headache last season I thought I would stick to unlimited this time. I hoped I would make a lot more progress if I just concentrated on one ship for each race, and one I know I’ll have a lot of fun flying. As I have said, I already have engineered one of the RushFleet’s ships specifically for Buckyball but I had also partly engineered the sidewinder too, and so, a love affair with the Finding My Way began to spout!
All we had to do this time was to run a simple, preset course, starting and finishing at Wright Station in the Okinura system. No need to determine an optimal route this time (or so I thought), each location had to be visited in a certain order. Even simpler! Marvellous, I thought, a few runs in my trusty Sidey and I’ll have this course sussed. There were a few simple shenanigans to perform but they were similar to ones I had done before so they shouldn’t have been much of a problem either.
Oh boy! Was I wrong!
The first couple of problems I thought I had prepared for – this is a trip of a few hundred light years and there’s little point in attempting this unless you have a grade 5 engineered FSD, the one in the Finding My Way already had one by this time and, with the deep charge experimental and a size two guardian frame shift booster, it gave me a jump range of 40 light years. Then there’s the tiny fuel tank. A 2a fuel scoop should deal with this just fine, so long as I select only fuel stars in the auto-router. But I had neglected to take into account just how hot a Sidey can get. And that’s both the size two slots used up, leaving only a size 1 slot for a shield.
To deal with the heat, and to help with being able to jump while fuel scooping (which I thought would give me an advantage) I decided to swap out the slightly overcharged power plant and engineer a nice cool low emission one, and also swapped the deep charge experimental for the thermal spread on the FSD. Yet this gave me very limited power which meant that the shield had to go. I engineered the lightweight hull to take as much punishment as it possibly could but I would still have to be careful and this would come to severely limit my options later on.
The first shenanigan was a Buckyball staple, flying through a tunnel at the scientific installation at LFT 1748, then flipping over and flying straight back through from the other side. It didn’t take long to find the correct tunnel and was easy to find again once I’d studied the place for a while.
It’s a pretty long tunnel, so if your approach isn’t straight enough you can panic a little and this is what happened to me on my first few trial runs but I never really had a problem here. It lulled me into a flase sense of security somewhat because the size of the Sidey’s fuel tank soon presented yet another complication.
The route to the first location was fine but the route to the second, Ruchbah 2 would always plot via the red dwarf binary system at NLTT 2224. Only you don’t drop out of hyperspace at the red dwarf, you drop out at the white dwarf despite these stars being filtered out of the route. The thing with having to go and visit a body or orbiting installation at a system is there is no time to scoop.
And, pretty though they are, once you’ve flown through the tunnel at LFT 1748 then plotted a route to Ruchbah, then jumped away and hit the white dwarf you have no fuel left to go any further, and a 7000ls trip to scoop that fuel. The only way around this is to add another bookmark that bypasses this system and then jump to Ruchbah from there.
Next shenannigan was proving to be tricky. Ruchbah 2 is a large, hot world with over 4g of gravity. Landing there wouldn’t normally be a problem but doing it fast would require practice…and a shield! So I was going to have to approch more slowly. The rings also play havoc with the gravity breaking approach but seeing as my gravity breaking skills are limited to orbiting bodies only at the moment this mattered little to me. What was concerning, however, was making sure to land on the correct side of the planet to avoid the next jump being obsured, which means plotting the route to the third shenanigan had to be done before you begin your approach so you can make sure the next jump is behind you before attempting a landing.
The third shenanigan is the centerpiece to the whole race. We had to land within 400 meters of the abandoned mining settlement of Dav’s Hope, take off and perform a Limbo under the gantry (the regulation cobra is too big for this so comanders had to disembark and jump over it). Easy, really, if you take it nice and slow but Sulu wasn’t going to let it be as straight forward as that!
Oh no!
He gave us a choice, the faster we flew under the gantry the more time would be taken off the total. Just one minute for going over 100 m/s right up to six minutes for travelling at an insane 600 m/s! As you can see on the left, there isn’t a lot of room to spare and there is a speaker post right in the centre of the main thoroughfare that gives you mere milliseconds to pull up afterwards.
Because of my lack of a shield I found that 100 m/s was my only option here. Any faster and I risked leaving the multiple twisted carcasses of all my runs, along with my dreams of becoming a better Buckyball pilot, rotting on the surface of Hyades Sector DR-V C2 – 23 a5.
I was beginning to regret my strategy.
The next stop was more of a respite than a shenanigan, the Christian Terminal outpost at Cail was somewhere where we could refuel and repair, the repairs being much needed but it also changes the strategy. You don’t need to scoop here or have much fuel dropping into the system because you can refuel at the place we have to land. It was the penultimate stop that would cause me the biggest problem.
This was the final shenanigan, flying through the pillars of the Red Tunnel Drilling installation closely orbiting body a3 of the Ququve system.
So, two more problems here. Firstly, the installation comes under attack as soon as you arrive and that makes you a target. Secondly the whereabouts of the “pillars” are not immediatley obvious. So much so that on my first, what I thought was a completed run (after many failed runs due to explosions and poor flying) I discovered, whilst uploading the evidence, that I had flown through the wrong part of the structure. Problem, after problem, after problem. Plus I was still overheating. So, just to be able to initiate a hyperspace jump whilst still fuel scooping and not overheat at all, I added a heatsink launcher.
Complex Buckyball runs from seemingly simple Buckyball runs grow.
My first actual completed run was dire. Landed on the wrong part of Ruchbah 2, a pathetically slow limbo under the gantry at Dav’s Hope, and it took me an age to locate the pillars at Red Tunnel Drilling. And then an extra jump appeared out of nowhere on the way back to the finish. That little heatsink affected the jump range just enough to put the cowpat icing on the mud cake of my run. I was aiming for a finish time under 30 minutes with the bonus time subtracted from that. But, as you can see, my (as far as I’m concerned) sub standard attempt only netted a time of 32:20 with the bonus subratcted. Deeply frustrated, I decided it was time to completely alter my strategy.
Gone was the low temperature powerplant, back in with the overcharge. Gone was the thermal spread on the FSD, back in with the deep charge. And I put a fully engineered biweave shield in a size one slot along with the heatsink that I would now most definately need if I wasn’t to get melted to lump of metal and seared flesh around one of the stars. My jump range was still a tiny bit substandard but I noticed the G5 engineering hadn’t been completed to 100%, so I put that straight and that gave me the range I needed. It was time for a much bolder, Buckyball approach. I was going to get a decent time or fly this ship to pieces trying!
Beefy, sado masochistic sidewinders from cool, delicate sidewinders grow.
I practised flying a lot faster under the gantry at Dav’s Hope and found that this new beast of a ship was a lot tougher than I imagined. It wasn’t long before I was flying under that thing regularly at over 300 m/s! Back to the start and this time, I was flying in anger!
This time I didn’t care if I overheated, didn’t matter, just fly through it, pop a heatsink if need be. I was still a little careful at Ruchbah 2 but managed to approach much faster than before and landed hard enough to warrant a bounce! Managed to pass under the gantry at 406 m/s but this came with a flip and in my confusion I flew the damn ship upside down, scraping along the ground and back into the settlement. It took a while to get re-orientated and then it was off to Cail. Manged to get my ship to rear on the pad at Christian Terminal before docking but it wasn’t too bad, but then it was time for Red Tunnel Drilling again.
Those damn pillars! I swear, they relocate to a different part of the installation every time I visit! They are invisible until you are almost on top of them. It took me what felt like a millenia to find them and, eventually, I did. Now it was just the two jumps to Okinura and the finish.
27:25! Not bad, but I knew I could do so much better!
More practice, more hurtling toward the gantry at Dav’s hope, including a violent connection with the crossbar that wiped out my shields and all but wiped out my hull too! Yet more familiarisation with the layout at Red Tunnel Drilling and it was time for a final attempt. There wasn’t much time left, I would have enough for, at most, another three goes.
The pass through the tunnel couldn’t have gone much better and I broke through to orbital flight over Ruchbah 2 in record time, although I hit the ground so hard and with a bit of forward momentum that I flipped. Took a while to reset and land properly and it was time for Dav’s hope. On the way I overheated drastically on the second scoop -jump as the key I had assigned to the heatsink just wouldn’t work!
I was heating up beyond 200% and the hull was falling apart, yet still I plouged ahead, scooping while the FSD charged until it was time to turn toward the target system and jump. I arrived at Hyades Sector DR-V C2 – 23, the heatsink finally deployed, and I was cool again! Landed fine at the abandoned mining settlement, took off and backed up to just over 300m to make my approach for the Limbo, I accellerated to 500 m/s throwing my little ship toward the gantry and hit the crossbar full on once more. Somehow, it only minimally damaged the shields and I backed up for another go.
This time I made it, pulling up just in time to skip off the ground, causing me to spin wildy around to face the settlement. Then up, up into the sky to make my way to Cain and then on to Ququve.
This time I knew exactly where the pillars were and I happened to jump in right in front of them. I sailed right through, albeit a little more cautiously than I was happy with and then went back to the finish.
So! How well did I do this time?
Thirteenth! And with a bonus adjusted time of 23:24! I was very proud of myself, and was particularly satisfied, rather than frustrated that I could have saved at least a couple more minutes, maybe a bit more from all the mistakes I made in that run.
I am gravity breaking more consistently, flying more dangerously and with far less fear. And that last run was the most fun I have ever had, not just in Buckyball but in the entire game of Elite Dangerous!
Insane, ecstasy fuelled Buckyballers from frustrated, burned out Buckyballers grow!
A massive congratulations to Sulu for hosting a mighty-oak-tree-mendous (sorry) race! And massive congratulations to Alec Turner, Caelum Incola, Shaye Blackwood and Ozric for their incredible times in both classes and another massive congratulations to EVERYONE who took part. You are all, without exception, incredible human beings!
Next race is in late May and is hosted by MrIndigo.
It will be called Ring Tossers.
Be there!