Welcome to the Crux Cup 24hr. Whether you are here to race, crew, officiate or spectate, it is your support that keeps the Star Citizen community racing events healthy and active. Have fun, be kind to each other and thank you for your interest in the Crux Cup.

—EchoBit
ANZIA Racing Committee

This racing guide is intended to provide racers and race officials a standard set of technical regulations which will be adhered to. The term race official refers to event staff and supporting crew.

1. Introduction

The Crux Cup 24hr is the ultimate stage, set to be greatest endurance race of all time, make Star Citizen history with us and be part of organization and content creator cooperation on a massive scale.

Our spaceship races are the gold standard sim-like spaceship racing experience you can have in Star Citizen. You can expect to see the largest racing teams formed and a charity livestream to create an unforgettable event.

1.1 Event Index

The Crux Cup 24hr race is for Star Citizen organizations capable of forming large racing teams. It is limited to dedicated racing ships only where a team must choose at least four unique ships to race in the event.
📅

2.1 Race Track

The Crux Cup 24hr race track will be the Ahumahi Ring - Classic Circuit, a community race track located at Orison, Crusader in the Stanton System.

Top 10 Classic Circuit 24hr Leaderboard

M50, 0h 3m 34s 129ms by JellyHeadMade

Razor, 0h 3m 34s 990ms by Dude3D

M50, 0h 3m 36s 850ms by H3rbie

Razor LX, 0h 3m 37s 200ms by Playingfox

M50, 0h 3m 37s 960ms by Jakodin

Razor, 0h 3m 38s 850ms by Tails247

M50, 0h 3m 40s 066ms by Arrakaij

M50, 0h 3m 41s 460ms by Noizemaze

Razor, 0h 3m 41s 716ms by ProfDecoy

Razor, 0h 3m 42s 480ms by NeoJet

Ahumahi Ring SCR.gg Leaderboard

2.2 Race Team

You must sign up and participate as a team of six racers. Only one of your six members must be racing at any time.

What roles you give your racing team such as race pilot, backup pilot, support pit crew or all three, is up to you.

2.3 Race Regulations

The Crux Cup 24hr has a detailed set of Endurance Race Rules that must be followed by all participants.

Incidents are observed and recorded by Race Officials and may give you Penalties.

It is your responsibility as a racer to learn the rules, types of incidents and understand how to serve penalties if they come up in the competition.

2.4 Crux Cup 24hr Event Sequence

To help you plan, these are the sequence of events for the Crux Cup 24hr.

  • Race Preparation, Set Your Spawn
    • At any point before the race, have your regeneration point set to Orison Hospital.
    • Ensure your race craft, components and any spare craft are ready to go and are at the city spaceport.
  • T-1 hour, Discord Event Time and Party Launch
    • Be ready to receive your party invite from the race director in the main menu of Star Citizen.
    • 1 hour before the race begins, or earlier if all participants are in the Star Citizen party, the race director will launch everyone into the game.
    • At this point you will have been given your starting grid position over Discord. All racers must make their way as quickly as possible to the starting grid.
    • If you arrive later than this point in the event you will not be granted entry to the race.
  • T-45 minutes, Race Briefing
    • The race director will brief the racers and officials on what is expected during the event and will take last minute questions you have on Discord.
  • T-0, Standing Race Start
    • Your team's first pilot and racing ship will be given a countdown signal to start your race by running to your ship, powering on its engines and taking off down the Milford tunnel.
    • The endurance races go for 24 hours.
  • T+3 hours, Racer Seat Time Check
    • A racer seat time check will be performed and racers that have spent close to 3 hours racing will be asked to swap pilots or suffer penalties.
  • T+6 hours, Racer Seat Time Check & Ship Chassis Change
    • A racer seat time check will be performed and racers that have spent close to 3 hours racing will be asked to swap pilots or suffer penalties.
    • Every six hours all racing teams will be asked to pit and change to their next unique ship chassis or suffer penalties.
  • T+9 hours, Racer Seat Time Check
    • A racer seat time check will be performed and racers that have spent close to 3 hours racing will be asked to swap pilots or suffer penalties.
  • T+12 hours, Racer Seat Time Check & Ship Chassis Change
    • A racer seat time check will be performed and racers that have spent close to 3 hours racing will be asked to swap pilots or suffer penalties.
    • Every six hours all racing teams will be asked to pit and change to their next unique ship chassis or suffer penalties.
  • T+15 hours, Racer Seat Time Check
    • A racer seat time check will be performed and racers that have spent close to 3 hours racing will be asked to swap pilots or suffer penalties.
  • T+18 hours, Racer Seat Time Check & Ship Chassis Change
    • A racer seat time check will be performed and racers that have spent close to 3 hours racing will be asked to swap pilots or suffer penalties.
    • Every six hours all racing teams will be asked to pit and change to their next unique ship chassis or suffer penalties.
  • T+21 hours, Racer Seat Time Check
    • A racer seat time check will be performed and racers that have spent close to 3 hours racing will be asked to swap pilots or suffer penalties.
  • T+24 hours, Race End
    • Once exactly 24 hours has passed on the race timer, the overall race leader will set the final lap for the race. This is known as the "White Flag" lap.
    • When the overall leader has crossed the finish line the "Checkered Flag" will be raised, crossing the finish line at this point will end your race.

2.5 24hr Racing Ships

Speed isn't everything in an endurance race, hydrogen capacity or efficency can take you much further and save you time. Choose four unique ship chassis that must be raced in the event and swapped at 6 hour intervals.

2.1.1 24hr Ship Whitelist

Origin M50

378ms Speed
487ms Boost
3SCU Hydrogen
10t Mass

Mirai Razor

Mutually exclusive with the Razor LX.
375ms Speed
484ms Boost
3SCU Hydrogen
11t Mass

Mirai Razor LX

Mutually exclusive with the base Razor.
373ms Speed
480ms Boost
3SCU Hydrogen
11t Mass

Origin 350r

371ms Speed
477ms Boost
27SCU Hydrogen
88t Mass

Aegis Sabre Peregrine

Available for purchase at Lorville, New Deal right now for 4 million aUEC!
334ms Speed
448ms Boost
12SCU Hydrogen
75t Mass

Consolidated Outland Mustang Gamma

Mutually exclusive with the Mustang Omega.
330ms Speed
410ms Boost
6SCU Hydrogen
31t Mass

Consolidated Outland Mustang Omega

Mutually exclusive with the Mustang Gamma.
330ms Speed
410ms Boost
6SCU Hydrogen
31t Mass

Kruger Intergalactic P-72 Archimedes

Mutually exclusive with the P-72 Archimedes Emerald.
298ms Speed
507ms Boost
2.75SCU Hydrogen
8t Mass

Kruger Intergalactic P-72 Archimedes Emerald

Mutually exclusive with the P-72 Archimedes.
298ms Speed
507ms Boost
2.75SCU Hydrogen
8t Mass

Mirai Fury LX

238ms Speed
404ms Boost
2.75SCU Hydrogen
14t Mass

3. Endurance Race Rules

All racers are expected to have read and understand the technical regulations of the event. Questions regarding the regulations should be presented to the race officials before the event.

3.1 Race Type

The race type for Crux Cup 24hr will be a non-combat endurance race in a hard armistice zone.

It is a Persistent Universe endurance race that will focus on full ship replacement swaps when pitting and tag teaming with fellow race team members so that everyone has a chance to race in the event.

Arrive 5 - 15 minutes before the Discord event start time to be on time for your race. The following are the expected durations of each of the events.

  • Track Day
    • 3 hour practice session
  • Qualifiers
    • 1 hour party formation/setup
    • 1 hour race
  • Crux Cup 24hr
    • 1 hour party formation/setup
    • 24 hour race

Races in the persistent universe will consist of the following party composition.

  • 60x racer slots.
  • The rest will be filled with event staff and supporting crew.

3.2 Race Team

Race teams are required to give racers a better chance at surviving through a game crash or in-game crash.

6 racers make a team. At least two team members must be present in the field and only one on the track for the race in a racing ship.

All racers must have decided on a racing team name.

3.3 Ship Restrictions

In order to promote fairness for all players in the prized tournament, ships only available on the pledge store are banned until they are available for purchase in-game with aUEC.

Promotion limited ships have the same performance characteristics as their freely available counterparts are an exception to this rule. Specifically, limited ships that are allowed for use include the Mustang Omega and P-72 Archimedes Emerald.

3.4 Ship Modification

All ships can be modified without restriction.

Ships must start in their fully repaired condition with no broken off parts.

3.5 Communications

Simply being part of the ANZIA Racing Discord is enough to participate, the only requirement is to be able to listen to race officer instructions during the race and respond to mentions in Discord chat before and after the race.

Race officers will ensure all participating racers are on their in-game friend list before the event begins. 30 minutes before the event begins the race director or timer will add you to their party and launch everyone participating into a new server.

The race voice channel will enforce Push-To-Talk. When the race has begun, voice priority must be given to the race officers. Racers may briefly respond to the race officers, but should otherwise remain polite and respectful among the combined official and racer voice channel.

Should racers want their own team voice channel, we recommend layering in an additional VoIP application such as your mobile phone, Discord alt accounts, Guilded, TeamSpeak or Mumble to be running at the same time with separate bindings.

Unlimited use ANZIA Racing Discord invite link: https://discord.gg/anziaracing

3.6 Racer Regeneration Point

Racers must set their regeneration point to Orison Hospital.

3.7 Pits

Racing teams will be assigned a Milford tunnel beam where they can stage ships, components and FPS gear for their 24hr race.

There are two kinds of pit stops you can make in the 24hr race. You can pit at your race team's beam or pit by accessing the Orison spaceport out of Caplan and re-joining via Providence as marked by the red dashed line on the track map.

5.7.1 Race Team Pit Stop

The primary and first kind of pit stops you can make in the 24hr are at Milford Industrial Platform and will be used for racer/ship swaps.

Your team must avoid refueling, repairing or replacing ships at the spaceport if possible and instead prepare full replacement ships with a spare racer ready to go in the event your team's active ship/racer in the field crashes in-game or to desktop.

To perform a legal pit stop at your race team's pit, the active pilot/ship pitting must have deployed landing gear and touched down on your race team's tunnel beam. Only then can your next racer and their ship launch from your racing team's pit from a stationary landed state.

Failure to tag team pit stop correctly will result in penalties.

5.7.2 Spaceport Pit Stop

The secondary kind of pit you can make in the 24hr is a spaceport pit stop. These can only be used as a last resort when pitting at your racing team's pit beam is no longer an option.

You must call your own hangar every time you want to pit at the spaceport. You may wish to have a key bound for ATC to make it easier to call a hangar.

3.8 Flag System

The following flag callouts are utilized by the race director and officials:

  • "Green Flag"
    Normal racing conditions apply. A green flag is also called at the start of a race.
  • "Yellow Flag"
    The safety ship is deployed, overtaking is prohibited due to danger on the track. All ships must reduce speed to 150m/s.
  • "Red Flag"
    Race suspended or stopped due to imminent danger to competitors or spectators, or due to severe technical difficulties.
  • "White Flag"
    The overall race leader has set the final lap, remaining racers must cross the finish line and end the race.
  • "Checkered Flag"
    The overall race leader has finished their final lap, remaining racers crossing the finish line complete their race too.
  • "Black Flag"
    A racer and their team is disqualified and must return to pits immediately.

3.9 Standing Start

The first active racer in a race team will be asked to stand in FPS at a set distance away from their ship with their ship engines off. The ship can remain powered on.

A countdown delivered by a race official over Discord voice, or as a backup, Discord soundboard as a "3, 2, 1, GO!". On "Go" racers must run to their ship, enter it, turn their ship engines on and exit Milford tunnel to begin their 24hr race.

3.10 Flying

Racers must make every reasonable effort to act safely on the track at all times, cause no intentional collisions and may not leave the track without a justifiable reason. Smaller ships must allow larger ships to maintain their racing line and may pass when it is safe to do so.

In the event of a major crash of the racers, the safety ship may be called out onto the track by the race director. The race director will call "Yellow Flag" which means all ships must reduce their speed to 150m/s and overtaking is prohibited due to danger on the track. All racers must fly in single file formation to maintain positions.

Everyone that isn't racing must stay clear of the path of the racers.

All participants are required to avoid causing incidents. Incidents will be observed and recorded by the race officers, see section Incidents for more details.

In the event of your character's death during the race, briefly voice your RSI Handle and the nature of the incident such as ".. Ship Destroyed", you may respawn and return to your race team pit to be ready to swap with a racer on you team.

3.11 Classifications

The objective is to get the most laps. The combined result of all your pilots will determine your team's overall result on the podium.

The team's ship placed in first will be the one having covered the scheduled distance in the shortest time, or, where appropriate, passed the finish line in the lead compared to other racing teams at the end of the endurance race while on their white flag lap.

All teams will be classified taking into account the number of complete laps they have covered, and for those which have completed the same number of laps, the order in which they crossed the finish line.

Classifications will appear on the live standings after the race director has approved it, or they will be published at the end of the race.

Live classifications include: (DNS) Did Not Start, (DNF) Did Not Finish and (DSQ) Disqualified.

3.12 Starting Grid Position

Your team's placement on the 24hr grid will be determined by your team's combined qualifying times on SCR.gg

All six team members must successfully qualify in order to progress to the 24hr race.

3.13 Qualifying

Qualifying for the 24hr race has the following requirements:

  1. All six team members must post a valid SCR.gg time trial submission to the Ahumahi Ring - Classic Circuit leaderboard in a ship whitelisted for the race in to order progress their entire team to the 24hr race.
  2. Each of your team's fastest qualifying submissions will be combined and the teams with the fastest combined times overall will be placed on the front beam positions for the 24hr race grid.
  3. If any time trial submission is determined invalid in SCR.gg through dispute and then reviewed and confirmed by the ANZIA Racing Committee as invalid, a grid starting penalty may be applied before the 24hr race begins.
  4. There is no live qualifying race this year. The qualifying day is a livestream only, review of time trials and interview of teams that successfully qualify for the 24hr race.
📅 Qualifying Closes -

3.14 Racer Seat Time

No single racer can race for more than 3 hours at a time. Regular seat time checks will be performed by the race directors throughout the race for your own gaming health and safety.

You may be called out individually at any point in the race if race officials see you getting close to the 3 hour time limit per stint. Penalties may also apply if you try too hard to optimize with a 1 or 2 lap break using another racer, and then put a previous 3 hour stint racer back on for another back to back 3 hours of racing.

The ANZIA Racing Committee would prefer everyone racing in the event has decent seat time/stint in the race, but we will not enforce an exact minimum time because incidents/emergencies in and out of the game can complicate the situation, so we ask you and your race team in good faith to honour giving your racer's fair and balanced seat time as best you can.

3.15 Unique Ship Chassis Swaps

Racing teams must pick four unique ship chassis to swap to at 6 hour intervals throughout the 24hr race.

Each ship chosen must be raced in one of the four 6 hour periods of the 24hr race. Penalties will apply if you continue to race the same ship or a unique chassis your race team as raced before so plan carefully.

Your ship choices can be raced in any order of the 6 hour periods, but one a ship is launched into that 6 hour period, it becomes locked in for your team and you must continue to race only that ship during that 6 hour period.

Ships must be swapped via a race team pit stop, and only swapped at the spaceport if not possible via the race team pits.

The 24hr unique ship chassis choices follow:

  • Aegis Sabre Peregrine
  • Consolidated Outlands Mustang Gamma or Mustang Omega
  • Kruger Intergalactic P-72 Archimedes or P-72 Archimedes Emerald
  • Origin 350r
  • Origin M50
  • Mirai Fury LX
  • Mirai Razor or Razor LX

4. Incidents

Incidents will be reviewed through the combined race official video footage, streamed footage and other material evidence and will be judged by the race director and race officers.

We encourage racers to record their own footage as it will be helpful in determining how desync and other issues affected the incident, but it's not mandatory.

In the event of any incident that prompts you to press criminal charges, do not press charges against anyone in the event.

4.1 Types of Incidents

4.1.1 Incorrect Starting Location

Any of the penalties will be imposed on any racer who is judged to be out of place before the standing start countdown from the race director is given.

4.1.2 Off Track

The track limit is defined on the track map as the "white line". The track also includes the pit lane defined as the "red line". A racer is defined to have left the track limits if:

  1. The race director deems that the racer has strayed too far from the course.
  2. The race director or race officiers are unable to locate the racer on the course.
  3. The racer flies into the infield section of the track.
  4. The racer does not maintain the specified line into the pit lane.

In the event of the above, the race director or an officer will issue a warning to the racer and direct the racer to rejoin the track limits. Continued violations may result in further penalties at the discretion of the race director and the officers. Details of penalties available to the race director to issue are noted in the penalties section.

4.1.3 Skipping Track

Racers are expected to navigate the course described by the track map. Each mandatory checkpoint must be navigated through end to end.

Failure to do so can result in the following penalties being issued by the race directors and their officers:

  1. A warning to the racer.
  2. The racer will be directed to repeat the checkpoint again and only after safely rejoining the track when other racing traffic has passed.
  3. The racer will be issued with a "pit lane pass through" which means they must serve extra time using the pit lane on their next lap.
  4. Continued violations may result in further penalties at the discretion of the race director and the officers. Details of penalties available to the race director to issue are noted in the penalties section.

4.1.4 Ship Collision

Racers are expected to fly with care and consideration for other racers. All classes are expected to give enough room to other ships on the racing line.

Please avoid the following:

  1. Not allowing other racers sufficient space to maintain their racing line.
  2. Racing in a manner which forces others into the physical barriers on the track, referred to as squeezing.
  3. Intentionally colliding with other racers.
  4. Maneuvering your ship in such a manner to block the racing line to intentionally force a collision.
  5. Pressing criminal charges against anyone in the race (use right bracket only).

Penalties for such actions will be at the discretion of the race director and will depend on the severity of the incident in question. Details of penalties available to the race director to issue are noted in the penalties section.

4.1.5 Ship Destroyed

During the race, an accident may result in your ship being destroyed. In such an event, you will be able to rejoin the race from your race team pit in a landed state and swap with a racer that may be covering for you.

When rejoining the race, go to your race team pit and coordinate with the racer covering for you to tag team pit swap with each other to resume your stint.

If you and your entire team are unable to retrieve a ship and are unable to continue (or do not wish to continue) please inform the race director and you will be marked as (DNF) Did Not Finish. If the ship was destroyed as part of a ship collision incident, penalties will be given to the offending ship at the discretion of the race director and race officers.

4.2 Reporting of Incidents

Racers and officials are able to report race incidents to the race director which may have breached the rules of the event or created an incident. Reporting during the event should follow this format:

  1. The pilot should communicate the incident briefly over the ANZIA Racing Discord voice chat or in the #incident-reports channel.
  2. The report should start with the ship / team / pilot who is reporting the incident then followed by the offending ship / team / pilot and nature of the incident and if possible the location of the incident. If submitted after the race, any of your own recorded footage (e.g. Team A, reports Team B for causing an intentional accident at the start/finish line).

Incidents are assessed by the race director and officers. Incidents will be assessed during the race and an appropriate action will be taken (details noted in the penalties section). Incidents can also be reviewed after the event. If penalties are applied for these incidents, a time penalty will be imposed on the racer's final race time.

If it is determined by the officials that no incident occurred or if there is a lack of evidence regarding the incident, no action will be taken.

A log of reported incidents and the actions taken will be made available after the race.

Decisions made by the race director during the race are final and must be followed by the affected participants. If not followed, additional penalties including disqualification can be applied.

Incidents that are the result of servers (desync) are unfortunately not able to be easily addressed and will be seen as a racing incident.

4.3 Penalties

The following penalties are available to the race director and officers. These penalties can be applied at their discretion.

4.3.1 Warning

A racer can be warned regarding their actions and reminded of the rules. If the racer receives multiple warnings, additional penalties can be applied. They are usually caused by small errors or unintentional breaches of the rules.

4.3.2 Repeat Checkpoint

Issued when a racer has skipped a mandatory checkpoint such as a tunnel archway. If issued significantly after the mandatory checkpoint has been passed the racer will be asked to pass through the entire checkpoint twice (in a circle on the inside of the circuit). If unable to be completed before the end of the race an appropriate time penalty per class will be applied to the racer's finishing time.

4.3.3 Pit Lane Pass Through

The racer will be asked to to pass through the pit line and not make a pit stop. If unable to be completed before the end of the race an appropriate time penalty per class will be applied to the racer's finishing time.

4.3.4 Stop Go Penalty

The racer will be directed to hold position above the spaceport pits and will only be allowed to continue the race on the direction of the race director or a race officer. Time for this penalty will be determined by the nature of the incident and at the discretion of the officials.

4.3.5 Disqualification

Only used as a last resort. If a racer has shown a complete disregard for the rules they will be issued with a disqualification (DSQ).

4.3.6 Lap Count Skipped

Only used as a last resort. If a racer has ignored race direction calls to pit for having raced for more than 3 hours at a time or failed to swap to their next unique ship chassis at the scheduled 6 hour intervals.

4.4 Server Incidents

In the event of a replication layer server transfer failure (30000 Error or "30K") during the race, the race director will call "Red Flag" and the race will be restarted from scratch based on available race data.

Teams in the 24hr race will be given the chance to change their pilot and ship (if appropriate) on the restart of the race in a new server. Any restart will be a standing countdown start with the pilot hovering in the Milford tunnel in their reconstructed overall race position and ready to launch.

5. ACRUX Star Award

5.1 CRUX Star Award

A CRUX Star is a unique award at ANZIA Racing, they represent the four brightest stars in the southern cross star constellation in the southern hemisphere of Earth. Only one team and consistent players in that team are awarded a CRUX Star every year. They are awarded to the fastest team and best combat pilots or drivers after they have placed the highest in all relevant competitions and designated classes that year. The requirements to earn a CRUX Star award follow.

  • ACRUX Star, place highest in Persistent Universe ship races.
    • Crux Cup, ACRUX Class
    • Crux Cup 24hr, Race Team Pilot
  • GACRUX Star, place highest in Arena Commander ship races.
  • MIMOSA Star, place highest in Persistent Universe ground races.
  • IMAI Star, place highest in Arena Commander ground races.

6. Race Officials

The race official team will be made of the following composition:

  • 1x Race Director
    Above Track Position/Time Observer
  • 5x Race Officers
    Checkpoint Observers
  • 4x Race Camera Operators
    PoVs for Dedicated Streamers, Shoutcasters

In addition to this, a couple VoIP only race official helpers will assist with individual technical issues, lengthy guidance and moderation of the main event channels.

6.1 Record of Positions and Times

A minimum of two race officials must video record the event to help track racer positions.

  1. A view of the entire track and pits from above to observe/record party markers.
  2. On the start/finish line to record the line and tunnel itself.

6.2 Pit Hangar Management

The Spaceport Pit Observer will be there to observe racers and assist the race director with hangar related reporting and incidents.

6.3 Record of Incidents/Cheating/Griefing

All race officials are required to stream or video record their assigned checkpoints and point of views.

⚠️

Cheating in the game, crashing this event or griefing in the armistice zone of a lawful city under development in the Star Citizen Alpha is not permitted, and not welcomed in this non-combat racing event. You will be reported by all the race participants and officials with multiple perspectives of your actions to Cloud Imperium Games.

Players who organically discover the event in the server will be warned about the event space in global chat and FoIP calls by event staff before any further action is taken by ANZIA Racing.

For clearly defined key points on this, please refer to the official Cloud Imperium Games Rules of Conduct.

Rules of Conduct  Terms of Service  Reporting Player Misconduct