Imma start trying level turns now didn’t realize how much more energy efficient they were before reading this thread lol.
Welcome @Dastadles
That’s exactly the purpose of this thread!
Exploring different lines really shows how much energy management matters. Let us know how your runs improve!
I came to this thread quite by accident. I did try RBAR. But since I am using a controller on an XBOX (and maybe because I am no longer young) I found progress elusive. Now though? I think I’ll give it another go. Anyway, the real bright spot of finding this thread is seeing a name from my combat sim past: an.Petrovich (@anPetrovich777). My closest friends today, all of them, were met playing Rise of Flight. All of them became real pilots as a result of our community within that sim. Of those, one became an airline pilot now flying for American and other a flight instructor currently working on his medical degree. The others still fly, just not professionally. So maybe a “thank you!” is in order.
Thank you so much, @SmokinHole1, it’s genuinely heart-warming to read stories like this and to see how so many people have found their way into aviation through different simulators.
And it’s always a great honor and a real pleasure for me to realize that my own work may have played even a small role in that journey.
Thank you sincerely for sharing this, and I wish you and all your friends a New Year filled with many memorable and exciting flights, both in the real world and in the virtual skies. Fly safe, have fun!
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And of course, don’t hesitate to jump into RBAR! Smoke on!
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Hi, @Baracus250 welcome to the thread ![]()
No worries at all, I understand your point. I’d suggest having a look at the previous posts where we’ve already discussed this topic. If you don’t feel like scrolling back, here’s a quick summary:
In real RBAR, vertical turns were not always flown by choice. When there were no safety lines or track limits, pilots generally preferred non-fully vertical or flatter turns to manage energy more efficiently. Vertical maneuvers were typically imposed by course design, using safety lines and limits to force that trajectory.
At the moment, since those constraints are not implemented in the add-on, a valid lap is simply a lap without penalties. So until safety lines or track limits are introduced, the current times are valid and in theory everyone can replicate or improve them.
Hopefully this will be refined in the future, but for now that’s the logic the competition is based on.
This looks awesome!
ITALynx11, thank you for the creation of this topic! I’ve been a long time fan of Red Bull Air Race and was extremely happy when they finally added it to MSFS 2024. Very happy to be part of the top-10 times for most tracks
The world record videos in youtube you guys have been posting really help in refining the technique to achieve these times.
I agree with you on several points:
- Edge 540 V2 retains more energy during loading, even though the V3 is faster in a straight line;
- More realistic and strict rules, on a full format (startup, takeoff, holding, landing) would greatly greatly increase the awesomeness of RBAR in MSFS!
My current setup is:
- VKB Gladiator NXT EVO
- Saitek X53 throttle
- Saitek Rudder Pedals
And I hope that this turns into an e-sport!
Hi @becaspr
Thanks for the support and the thoughtful feedback. It’s great to see how strong and competitive the RBAR community already is, especially with so many pilots consistently pushing top-10 times.
We genuinely hope to see at least some feedback from the devs, even just to understand whether there will be any follow-up or future direction regarding the points raised in this thread. Knowing if these topics are being considered would already be very valuable for the community.
In the meantime, it’s great to see how much everyone is improving, let’s keep sharing, refining techniques, and pushing the limits together.
Smoke on!
Created a topic on a potential bug in the Chiba track: Red Bull Air Race Chiba track limits
Do you fellow pilots also suffer from this DNF?
Hi @becaspr
Yes, I’m aware of that bug, as well as others previously discussed in this thread, including the ability to pass too high through the gates or use negative Gs through the chicane. As soon as I have some time, I’d like to compile a list of all items that may need correction, and this thread seems like a good place to collect them all.
@ITALynx11 man u are making this hard
@Dastadles Absolutely, it’s getting seriously hard now!
Your turn again… smoke on!
How am I going to shave off 1 second from my time? ![]()
Are we going to get a video? I would be very interested in checking the lines you are taking.
Theoretically, a 180° banked turned would be more efficient than a vertical, however I’m finding that in some cases you can benefit from the vertical because of the downwards acceleration and associated speed you keep during the rest of the run.
In aerodynamics, you never get back 100% of what you spent… It’s simply physics.
The sum of the deceleration going up plus the acceleration coming down is still inferior to maintaining energy through a horizontal or shallow climbing, high-G turn. ![]()
@ITALynx11 Your turn again lol





