What the tracker measures, flight checks (anti-cheat) and score

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What the tracker sees — and what it does

The server believes nothing the client tells it. It believes only what the tracker measured in the simulator and signed: one sample every second. From those samples it computes the payout, aircraft wear, insurance and reputation.

What is measured

Position, altitude, ground and indicated speed, heading, vertical speed, g-load, bank, fuel in the tanks, ground contact, simulation rate and pause. From that the tracker extracts events: engine start, pushback, taxi, take-off, gear up, top of climb, top of descent, gear down, touchdown, taxi in, engine stop — and warnings: overspeed, stall, structural overstress. Before takeoff it shows a check of airport, type, fuel and weight; after touchdown a landing analysis — including how far past the threshold and how far off the centreline. In flight the compact window also has a map with the route, on a sightseeing flight with the stops in order. And whoever flies in real time and real weather gets a bonus on top of the pay when the admin turns it on — the tracker makes sure it was not switched in flight.

Flight score 0–100

Three components, and none of them moves money — the score is feedback and the basis for the leaderboards. Landing: a touchdown between −30 and −270 ft/min with up to 3° of bank is full marks; points come off only beyond that, and for load above 1.4 g. Fuel against plan: ten percent over costs nine points. Smoothness: a stall, load in flight and exceeding the speed limit — turns up to 60° cost nothing, because a sightseeing circuit cannot be flown otherwise. Track precision, altitude and time are not scored: a detour and a delay are already paid in fuel, rental and crew wages, and a second punishment in points would be one too many. A delay still cuts the payout and reputation — that is a promise to the customer.

In detail: wear, anti-cheat and failures

The aircraft remembers

Every flight wears the aircraft’s components (up to nine) according to a stress factor: 1 + 0.6 per g of touchdown above 1.2 + 0.4 per overspeed + 0.3 for a hot start + 0.25 for an unpaved runway + ISA deviation + overdue checks + deferred defects. A hard landing therefore ruins more than the score — gear and airframe go to the workshop sooner, market value drops, and on a claim the insurance excess doubles if the paperwork was not in order. And when the simulator reports a crash, the flight is lost, the jobs fail and, depending on the impact rate, the aircraft waits for repair at the nearest airport or is written off.

Anti-cheat

The whole track is recomputed: a position jump the aircraft could not have flown, slewing, accelerated simulation, fuel that appeared in flight, a payload change, long pauses, gaps in the sample sequence. Every anomaly has a weight; above the threshold the flight goes to the admin for review — a human decides, not a script. You may fly a different type than the one dispatched, but the substitute must hold the type’s performance: speed, minimum flight time and minimum fuel burn. Miss them and the flight is voided — the jobs go back on the board and the money is reversed in the books. The tracker reports jumps, slew and acceleration already in flight — the server checks the track right away, not after landing. A small shift after a simulator stutter is tolerated, altitude is not watched and a pause is not acceleration.

Failures in the simulator

From component wear the game rolls a failure plan at dispatch and the tracker watches it by flight time without pauses. At the right moment it injects the failure into the simulator — in X-Plane through datarefs, in MSFS through SimConnect (nobody has tried injecting failures there yet) — and checks that it holds: an engine failure on multi-engine aircraft, power loss on single-engine ones, a generator, the pitot tube, the static port, vacuum, a thrust reverser, the APU, a radio, a slow cabin pressure loss, the left brake after landing. Only reversible failures, nothing that would end in an accident. A deferred defect (MEL) stays inoperative for the whole flight.

Who decides about money

The plan on the server, not the simulator. The deferred defect, the grounding and the repair cost come from the plan, so switching the failure off in the simulator earns nothing — the player only loses the diversion relief. When the simulator or the aircraft add-on cannot do the failure, the tracker says how to fly it (“fly as if engine 2 had failed”). A failure the game did not roll (MTBF in X-Plane, wear in MSFS 2024) costs no reputation. After the flight the tracker cleans up only what it injected itself.

A flight closes only with a tracker track — without it a flight nobody flew could be paid out. An active flight can be cancelled and flown again.

Flight checks (anti-cheat)

what voids a flight, what only costs points, review and account trust

How the checks work

The server judges the track from the tracker, not what the tracker claims. It voids automatically only what cannot be explained other than by cheating, and the type limits you know in advance. Everything else costs points and a higher total sends the flight to an admin for review — but it is paid right away. The tracker runs the same rules in flight, so you learn about a finding at once, not after landing.

What voids a flight

A position jump (moving the aircraft on the simulator map), slew, sim rate from 2×, the third overspeed — at least 5 s above VMO + 5 % IAS or above MMO + 0.02 — or 5 minutes above the limit in total, a flight faster than the type can manage (airborne time below the distance divided by the type cruise speed + 15 % and 80 kt of tailwind) and fuel burn below 70 % of the type airborne burn — climb, cruise and descent; taxi and approach do not count. A voided flight is not paid, the aircraft goes back to the departure and the jobs back to the board. The flight detail in the Logbook says exactly what did not fit and by how much.

What only costs points

Sim rate above 1× and below 2×, a long pause (the tracker warns from five minutes and 15 % of the flight, points go above 20 %), fuel gained in the air (above 3 kg), fuel burn that does not add up, fuel loaded on the stand above the fuel paid at dispatch (tolerance 5 % + 10 kg), a payload change in flight and gaps in the track. Each finding has points; a higher total sends the flight to review. It is still paid — a wrongly accused player would leave, a cheater can be caught by a reversal.

Did you reach the destination?

The track must end within five miles of the destination airport — the end of the track counts, or the touchdown when it was closer. Whoever landed elsewhere cannot close the flight: fly on to the destination or report a diversion. A track that ends in the air is not completed.

Account trust

Each clean flight adds 1.5 trust points, a suspicious one takes off by its finding points (points divided by 10), a voided one 30 points and one voided only for type limits 10. With low trust the account is flagged for checking, with very low trust it cannot dispatch flights. Nobody loses the company or aircraft, and honest flying brings trust back — from zero above the checking threshold in a few dozen clean flights.

Failures and cancelling a flight

A failure never voids a flight. Clearing it in the simulator does not pay: money, the deferred defect and grounding follow the plan from dispatch and you only lose the diversion relief; clearing a failure 3× in 30 days sends the flight to review. A flight in progress can be cancelled in the Logbook and in Operations, even after take-off — the aircraft goes back to the departure and the bookings wait. The track goes through the same checks, so whoever cheated and then cancelled gets an anti-cheat void.

Flight score and bonuses

what is scored, how points work and what adds money

What the score is for

The flight score from 0 to 100 is feedback and the basis for leaderboards and skill contests — it does not affect pay. Landing and flight smoothness are scored; fuel economy, track precision and timing can be switched on by an admin, by default they are off, because a detour or delay already costs fuel and time.

Landings

The ideal touchdown is -150 ft/min; within ±120 ft/min around it nothing is deducted and every ft/min beyond costs 0.05 points. Bank at touchdown up to 3° is free, every degree beyond costs 4 points. G at touchdown above 1.4 g costs 30 points per extra g and drifting more than 5 m off the centreline 1.5 points per metre. The landing analysis — bounces, approach stability, distance from the threshold — is in the tracker and the Logbook.

Smoothness

Each overspeed costs 8 points, a stall 20 and an overstress in flight 20. Bank beyond 60° costs 0.6 points per extra degree.

Bonus for real time and weather

A bonus for real time of 5 % is added to the pay of the flight jobs — the simulator clock differs from real time by at most 10 minutes — and another 5 % for real weather. The tracker shows before take-off what applies, and when something is missing it says what to switch on in the simulator.

Speed limits

Speed limits. The type sheet says what the tracker watches: VMO in IAS, MMO in Mach at altitude, when it is an overspeed and when the flight is voided.


Based on the in-game help and manual (Help tab) — the numbers are the default rule values; the in-game manual shows the ones the server is using right now. Post questions and experience in this thread.