Races and stunts
Races and Ring Stunts are Estelar Online’s ring matches. The tracks are built around real planets: racing calls for speed and good lines between the rings, stunts call for precision and style. Both use identical ships, so level and equipment don’t count.
To play, open MATCHES ([J] by default) and pick the track. See how to join solo, through the queue or with friends in Matches.
In a race, you fly through the rings in order, against the clock. The timer starts a few seconds after the start (and a little later in a race with other pilots). The rings form an arc around each planet, and between one planet and the next the track uses warp ([G] by default) to reach the first ring of the next stretch. To pass a ring, the ship has to cross the ring’s plane inside it.
Fixed Sol tracks
Section titled “Fixed Sol tracks”| Track | Route |
|---|---|
| Sol Inner Circuit | Earth, Venus and Mars |
| Inner Circuit · 3 laps | the same, over three laps |
| Giants’ Route | Jupiter, Saturn and Uranus |
| Grand Tour of Sol | from Mercury to Jupiter |
| Moons Route | Earth, Mars and Jupiter, passing by each one’s moons |
System track
Section titled “System track”Besides the fixed ones, every system with planets has its own track, always generated the same way for that place: a circuit of 2 to 4 planets in a random order, sometimes with the moons along the way and, when there are few planets, over two laps. It shows up on the MATCHES screen when you’re in the system, and it has its own leaderboard. It’s a good excuse to race in places where nobody has raced before.
Races have a 15-minute limit. The first Sol track is also the practical part of the war license, with a time limit that gets tighter as your level goes up.
Ring Stunts
Section titled “Ring Stunts”Stunts have tighter tracks, with ten smaller rings around a planet: Stunts over Earth, Stunts on Mars and a stunt track generated in every system with planets. Here the score counts, not the time, and the match lasts at most 3 minutes.
| Move | Points |
|---|---|
| Through the center of the ring | 100 |
| Through the edge | 30 |
| Full roll before the ring ([Z] / [C] by default) | ring points ×2 |
| Through with the afterburner ([Shift] by default), well above normal speed | +20 |
| Streak | each ring in a row adds 0.5 to the multiplier, up to ×3 |
Missing a ring (crossing its plane outside it, close to it) skips that ring and resets the streak. The secret is to keep the streak alive: with the multiplier maxed out, a ring through the center with a roll is worth 600 points.
Ghost and records
Section titled “Ghost and records”Each track has a leaderboard with the top 20. Whoever sets the record saves the ghost: in later races on that track, the record holder’s ghost ship flies along with you, showing the line they took. The record also pays +400 ¢, is announced in everyone’s chat and gives an achievement badge and trail color.
Rewards
Section titled “Rewards”| Situation | Credits |
|---|---|
| Race or stunt run completed | 120 ¢ |
| First to finish in a match with other pilots | +200 ¢ |
| New track record | +400 ¢ |
As with every match outside a private room, finishing also gives 1 to 3 components and a 10% chance of a blueprint. Private matches pay the credits, but don’t go on the leaderboard.
