Skip to content

Launch day10 October 2026

Counting down to launch on 10 October 2026.

← Guides

Points and Ranks

This covers the points system in full

Every leg you close scores itself. One hundred points to open, bonuses on top, deductions off the bottom, and a leg can never cost you points. This is every rule in the scoring, what each one is worth, and where the limits sit.

How a leg is scored

Scoring happens once, at on blocks, and it covers the whole leg at once. Nothing is scored while you are flying, and a leg you never close scores nothing at all.

Every closed leg opens with +100. Bonuses are added, deductions are taken off, and the turnaround difficulty bonus is worked out last, on the positives.

A leg can never cost you points. If the deductions come to more than the leg earned, that leg is worth nothing, not a negative number. Points you banked on other flights are never at risk.

Airborne time is measured wheels up to wheels down, not block to block. That is the figure the long flight bonus reads, and the one your logged hours are built from.

What adds points

  • Starting points, +100. Every leg you close.
  • OnTime Turnaround, +25. From leg 2 onward, when both of the time tests below pass.
  • Multi-Leg Bonus, +10. Every leg after the first, so a four leg day earns it three times.
  • Long Flight Bonus, +25. More than five hours airborne on the leg.
  • Turnaround Difficulty, +10% or +15%. Hard and Extreme tiers only.
  • Challenging Airport bonus. Set per airport. Flying that airport in the direction it is listed for.
  • Event Completion bonus. Set per event. Closing the last leg of an event roster.

Turnaround Difficulty is a percentage of that leg's positive points, worked out before it is added and rounded to a whole point. On Extreme tier a leg carrying 100 plus 25 plus 10 picks up +20. Easy and Regular tiers add nothing.

Challenging Airport bonuses land every time you fly that airport in the listed direction, not only the first time. The first time also gets you a notification and an Achieved ribbon. If one leg departs a listed airport and arrives at another, both bonuses land on that leg.

There is no bonus for a smooth landing and no bonus for arriving early. The reward for flying well is keeping the whole hundred.

Early and late off blocks

The OnTime Turnaround bonus is two tests, and both have to pass:

  1. The previous leg has to have come on blocks no more than five minutes late. Early is fine, by any amount.
  2. This leg has to go off blocks within five minutes either side of its scheduled off blocks time. Early counts against you exactly as much as late.

That second test is the one that catches people. Pushing back ten minutes early loses the bonus just as surely as pushing back ten minutes late. The scheduled off blocks time is a time to hit, not a deadline to beat.

The only place in the whole scoring where early is forgiven is the previous leg's arrival. Everywhere a departure is measured, the window runs both ways.

Leg 1 of a roster can never earn it. There is no previous turnaround to measure.

The minimum turnaround

Your turnaround tier, set in the app under Settings, fixes both the minimum and the difficulty bonus:

  • Easy. Minimum 40 minutes, no bonus.
  • Regular. Minimum 30 minutes, no bonus. This is the default.
  • Hard. Minimum 25 minutes, +10%.
  • Extreme. Minimum 20 minutes, +15%.

Short Turnarounds, a toggle inside Advanced Roster Creation, drops the minimum to five minutes for a fixed list of light, turboprop and bizjet types. Everything else keeps the tier minimum.

Going off blocks sooner than the minimum after the previous leg came on blocks costs -50.

It is measured on the times you actually flew, the previous leg's actual on blocks to this leg's actual off blocks, not on the schedule. The roster builder already spaces your legs by the minimum, so the only way to collect this one is pushing back early in the sim.

An Aircraft Changeover buffer changes the schedule, not the test. The minimum stays your tier minimum however long you set the changeover for.

Flying deductions

These are watched while you are airborne. Each one can land only once per leg, however many times you trip it.

  • Stall Warning, -40. The stall warning fires.
  • Overspeed (VMO/MMO), -40. The overspeed warning fires.
  • Excessive Pitch Angle, -20. Past 22 degrees nose up or nose down.
  • Bank angle, -20. Past 37 degrees either way.
  • Excessive G-Force, -20. Past 2.5 g.
  • Overspeed Below 10,000 ft, -20. Past 260 kt indicated below 10,000 ft.

Once each, per leg. A long hand flown day with three steep turns costs twenty points, not sixty. It is a nudge, not a stick.

Landings

Read off the vertical speed at touchdown, and only the worst band that applies:

  • Firm Landing, -10. Below -500 fpm.
  • Hard Landing, -25. Below -800 fpm.
  • Severe Landing, -50. Below -1000 fpm.

Anything softer than -500 fpm is clean and costs nothing. If no touchdown rate was recorded for the leg, no landing band is applied at all.

Lights, ground and sim

  • Landing Lights Off, -10. Lights off as you leave the ground, or as you touch down.
  • Taxi Lights On At In-Blocks, -10. Taxi lights still on when you come on blocks.
  • Beacon Off With Engines Running, -10. An engine running with the beacon off for thirty seconds.
  • Strobes Off In Flight, -10. Strobes off while airborne.
  • Ground Speed Violation, -15. 30 kt or more on the ground, held for ten seconds.
  • Sim Paused In Flight, -30. The sim is paused.
  • Slew In Flight, -30. Slew is used.
  • Minimum Turnaround Ignored, -50. Off blocks inside the minimum.

Landing Lights Off is checked at both transitions, the moment you leave the ground and the moment you touch down, and lands once.

Ground Speed Violation runs on taxi out and taxi in. The speed has to be held for ten seconds, so one brief run downhill will not catch you.

The pause and slew checks run from the moment a leg becomes your live leg, which is as soon as the roster starts or as soon as you advance to the next one, right through to on blocks. Pausing at the gate before pushback counts. Start the roster when you are ready to fly it.

A leg scored, end to end

Leg 3 of 4, Extreme tier, closed clean.

  • Starting points, +100
  • OnTime Turnaround, +25
  • Multi-Leg Bonus, +10
  • Turnaround Difficulty, 15% of 135, +20
  • Firm Landing at -540 fpm, -10
  • Taxi Lights On At In-Blocks, -10
  • Net for the leg: +135

The same leg, flown badly.

  • Starting points, +100
  • Stall Warning, -40
  • Severe Landing, -50
  • Slew In Flight, -30
  • Net for the leg: nothing, not -20

Abandoning a roster

Legs you already closed keep their starting points and keep their deductions. Every bonus on them is taken back: OnTime Turnaround, Multi-Leg, Long Flight, Turnaround Difficulty and Challenging Airport. An event roster is marked failed and pays no event bonus.

The zero floor still holds afterwards, so abandoning can never leave you worse off than you were before you started the roster.

Ranks

Your rank follows your total points. Nothing is gated behind it: no checkrides, no aircraft locked away, no route restrictions. It is there to mark the distance travelled.

  • Jnr First Officer. From 0.
  • First Officer. From 1,001.
  • Snr FO. From 2,001.
  • Captain. From 3,501.
  • Snr Cap. From 5,001.
  • Line Captain. From 8,001.
  • Training Captain. From 12,001.

On time performance is a different number

Reports keeps an on time figure, and it has nothing to do with your points. A departure or an arrival counts as on time there if it was within fifteen minutes of schedule. Early is always on time. Sixteen minutes late is a delay, and the average delay figure is worked out across the delayed ones only.

Your points do not care how late you arrive. There is no late arrival deduction anywhere in the scoring. The only times the scoring reads are the off blocks times, through the OnTime Turnaround bonus and the minimum turnaround.

The numbers can move

Every figure on this page is the live configuration, and all of it is held server side so it can be tuned. If a limit changes, this page changes with it.

The app takes its own copy of the limits when a leg goes live and holds that copy for the whole leg, so a change made while you are flying can never catch you out mid leg.

If something looks wrong

  • A leg scored nothing at all. It was never closed. Scoring happens at on blocks, so a leg left airborne, or a roster abandoned before its last on blocks, has nothing to score.
  • No OnTime Turnaround on a leg you pushed back early. Early is a miss. The window is five minutes either side of the scheduled off blocks time, not five minutes late.
  • Minimum Turnaround Ignored, on a roster the builder let you save. The builder spaces the schedule, the penalty reads the clock you actually flew. You came off blocks sooner after the previous arrival than your tier allows. Move to a longer tier, or turn on Short Turnarounds if your aircraft is on that list.
  • A deduction you only tripped once shows the full amount. Each type lands once per leg at its full value. Nothing is scaled by how badly you tripped it, and nothing is multiplied by how often.
  • Sim Paused In Flight, on a leg you had not even started. The check starts when the leg becomes your live leg, not at pushback. Pausing while sitting at the gate with the roster running counts.
  • Your total went down after you abandoned a roster. The bonuses on the legs you had already closed are taken back. The starting points and the deductions stay.

Still stuck? The Discord is the fastest way to get a person.

Get help on Discord