As mentioned the jockey mode has been re-done and also benefits from the new race sequence code. So hear is a rough copy of the
instruction manual text on the jockey mode.
Also as an example you can download a couple of movies. These are very low quality but help illustrate jockey control a little.
Flat races
Movie: http://www.greyhoundmanager.com/so3/flat1.wmv
1. Before the off we need to specify our basic tactical pattern preference by moving the cursor in the jockey mode controller (circle bottom right of screen. As you move the cursor the central bar will fill up. The higher this bar the more early pace we want. Right at the top specifies 'early pace'. Right at the bottom specifies 'hold up'. Centre specifies even pace. You have a couple of seconds to get the cursor in the desired position before the bell goes. When the bell goes for the start of the race your tactical preference is set and the jockey mode controller is used to control the jockey actions. Note that this setting instructs the jockey on how to settle his horse in the early stages. You can over-ride this in the race by changing the jockey actions but it is recommended that you ride the race in accordance with you selected tactical patters. For example if you set 'hold up' then try to hold your horse up during the race and avoid closing too early.
2. Breaking. Just before the starting bell a green 'GO' icon appears in front of the stalls/runners. This icons brightens and then quickly dims again before disappearing. For a good break hit the mouse button while the 'GO' icon is brightest.
3. Jockey actions. During the race you directly control the jockeys actions by moving the cursor in the jockey mode controller circle. Pull on the reins (restrain) by moving the mouse down, below half way. Push and urge the horse to quicken but moving the mouse up. You can activate the whip by clicking multiple time. For normal whip you need to click aporx one per second. For a stronger whip action click aprox three times per second. The central bar will fill up depending on your selected jockey action with 'strong whip' being full. Note that this bar is also duplicated above the horses head so you do not have to keep glancing away from your mount.
Caution: You should take care if you are approaching another horse from behind at speed. If you are approaching too fast your mount may stumble and fall when it impacts the other horse. If you reach the other horse at a suitable relative speed your mount will simply slow and race behind the other horse.
4. Steering. You can pull the reins left or right by moving the cursor in the jockey mode controller circle to the left or to the right. When moved for enough, either the left or right bar will fill and the horse will move. A small arrow will appear next to your mount indicating the horses direction so you do not have to glance at the jockey mode controller.
Caution: Moving across other horses, taking their ground or bumping can invoke a stewards enquiry. If you are deemed to have caused interference to a horse that may have otherwise beaten you, your horse may be disqualified. You can also be fined or even banned from riding for a number of days.
Taking the wide route: Racing wide can be the easiest way to avoid traffic problems but by running wide on the bends you will be losing ground. Also pay attention to any jockey reports (during the race day) indicating variable going on the racecourse.
5. The speedo. A small speedometer appears above your horse. This does not indicate the horses actual speed but more the speed the horse is currently settled at in relation to it's 'cruising speed' and the overall tactical pattern that the player sets at the start of the race. If the speedo is pointing up (in the centre). The horse is travelling at or close to it's cruising speed. If the speedo is pointing to the left (low) then the horse is settled below it's cruising speed. In this state the horse is more likely to be accumulating 'potential' and the longer the horse can travel below it's cruising speed the better it should be able to quicken when required. When the horse is travelling above it's cruising speed (high speedo) the horse will be using any potential it may have and be more likely (depending on it's parameters) to start to fade or slow. When settling your horse you should consider the general race conditions and your horses suitability to the distance, going, current pace etc.
6. Out of position indicator. Horses have a tactical preference. Some prefer to be held up (closers) while other may prefer to be more prominent. During the early/mid part of the race it is important to get your horse in the correct position. If you have selected the JOCKEY MODE RACE POSITIONING help (in the game options) then a small dark circle will appear under the speedo if you are racing in a field position that does not suit your horse. If a small red exclamation mark appears over the circle then you are significantly out of position. Your horse may de disadvantaged by racing out of position. Some horse are more adaptable in this area than others and may not be so inconvenienced by racing out of position. This option is only recommended for novice players as it gives away horse preferences that you should discover through experimentation.
6. Potential/state indicator. A small circle next to the speedo. A green circle indicates the horse is going well and has the potential to quicken. The lighter the green the more potential the horse has. An amber circle indicates the horse has very little potential and a red circle indicates the horse has no potential and may well fade.
Jump races
Movie: http://www.greyhoundmanager.com/so3/jumping1.wmv
The jockey mode for jump races works the same at for the flat but with additional jump related controls. Horses, generally speaking can jump fences on their own pretty well. Starters Orders 3 puts the emphasis on the player/jockey to assist the horse in getting over the fence or helping the horse avoid mistakes and maybe making the decision to forfeit a little ground in exchange for a safer jump! There is no clicking to make your horse jump and often you can simply let the horse jump on it's own and make zero input. Getting the jockey control right, especially over fences may take some time and patience.
The approach:
For a short period before an obstacle a APPROACH INDICATOR will appear. This is a small square that can be either green, blue or red. This will indicate one of three different categories of approach your mount is felt to be making and quick input may be needed! Note that you can influence your mounts jumping by changing the jockey actions (moving the mouse cursor in the jockey mode circle). When the horse has jumped the mouse cursor will revert to where it was before the approach indicator appeared (so you don't inadvertently change the jockeys non jumping riding action).
1. Good stride (green). The horse is approaching the fence on a good stride. Generally you should make no input here so once the indicator appear quickly move the mouse to the centre of the jockey mode controller circle (indicating relaxed jockey position).
2. Short stride (blue). The horse is deemed to be approaching on a short stride which means the horse is taking off a little early. This increases the risk of a mistake or fall. In this case the best option is to try to get your mount to 'lengthen' and take off later. You do this by pushing the mouse upwards in the jockey mode control circle (as quickly as possible) so the jockey will begin pushing the horse on the approach to the fence. Choosing to take a pull when your horse is on a short stride is a bad thing as it may make your horse take off even further from the fence increasing the chance of a mistake or fall.
3. Long stride (red). The horse is deemed to be approaching the obstacle on a long stride which means the horse may be taking off later that you would wish (too close to the obstacle). In this event the best course of action is to shorten the horses stride by pulling on the reins (move the mouse down in the jockey mode controller circle). In this case doing nothing is risky
as is pushing the horse into the fence.
Safer jumping:
There may be a occasion when you are happy to give away a little ground in exchange for a safe jump by steadying your horse into a fence. For example at the end of a long race when your horse is tiring or if you have a clear lead. As long as your horse is not on a short stride you can 'take a pull' on the approach by moving the mouse towards the bottom of the jockey mode controller circle. Your horse may end up jumping slowly but it will decrease the chance of a mishap.
Also as an example you can download a couple of movies. These are very low quality but help illustrate jockey control a little.
Flat races
Movie: http://www.greyhoundmanager.com/so3/flat1.wmv
1. Before the off we need to specify our basic tactical pattern preference by moving the cursor in the jockey mode controller (circle bottom right of screen. As you move the cursor the central bar will fill up. The higher this bar the more early pace we want. Right at the top specifies 'early pace'. Right at the bottom specifies 'hold up'. Centre specifies even pace. You have a couple of seconds to get the cursor in the desired position before the bell goes. When the bell goes for the start of the race your tactical preference is set and the jockey mode controller is used to control the jockey actions. Note that this setting instructs the jockey on how to settle his horse in the early stages. You can over-ride this in the race by changing the jockey actions but it is recommended that you ride the race in accordance with you selected tactical patters. For example if you set 'hold up' then try to hold your horse up during the race and avoid closing too early.
2. Breaking. Just before the starting bell a green 'GO' icon appears in front of the stalls/runners. This icons brightens and then quickly dims again before disappearing. For a good break hit the mouse button while the 'GO' icon is brightest.
3. Jockey actions. During the race you directly control the jockeys actions by moving the cursor in the jockey mode controller circle. Pull on the reins (restrain) by moving the mouse down, below half way. Push and urge the horse to quicken but moving the mouse up. You can activate the whip by clicking multiple time. For normal whip you need to click aporx one per second. For a stronger whip action click aprox three times per second. The central bar will fill up depending on your selected jockey action with 'strong whip' being full. Note that this bar is also duplicated above the horses head so you do not have to keep glancing away from your mount.
Caution: You should take care if you are approaching another horse from behind at speed. If you are approaching too fast your mount may stumble and fall when it impacts the other horse. If you reach the other horse at a suitable relative speed your mount will simply slow and race behind the other horse.
4. Steering. You can pull the reins left or right by moving the cursor in the jockey mode controller circle to the left or to the right. When moved for enough, either the left or right bar will fill and the horse will move. A small arrow will appear next to your mount indicating the horses direction so you do not have to glance at the jockey mode controller.
Caution: Moving across other horses, taking their ground or bumping can invoke a stewards enquiry. If you are deemed to have caused interference to a horse that may have otherwise beaten you, your horse may be disqualified. You can also be fined or even banned from riding for a number of days.
Taking the wide route: Racing wide can be the easiest way to avoid traffic problems but by running wide on the bends you will be losing ground. Also pay attention to any jockey reports (during the race day) indicating variable going on the racecourse.
5. The speedo. A small speedometer appears above your horse. This does not indicate the horses actual speed but more the speed the horse is currently settled at in relation to it's 'cruising speed' and the overall tactical pattern that the player sets at the start of the race. If the speedo is pointing up (in the centre). The horse is travelling at or close to it's cruising speed. If the speedo is pointing to the left (low) then the horse is settled below it's cruising speed. In this state the horse is more likely to be accumulating 'potential' and the longer the horse can travel below it's cruising speed the better it should be able to quicken when required. When the horse is travelling above it's cruising speed (high speedo) the horse will be using any potential it may have and be more likely (depending on it's parameters) to start to fade or slow. When settling your horse you should consider the general race conditions and your horses suitability to the distance, going, current pace etc.
6. Out of position indicator. Horses have a tactical preference. Some prefer to be held up (closers) while other may prefer to be more prominent. During the early/mid part of the race it is important to get your horse in the correct position. If you have selected the JOCKEY MODE RACE POSITIONING help (in the game options) then a small dark circle will appear under the speedo if you are racing in a field position that does not suit your horse. If a small red exclamation mark appears over the circle then you are significantly out of position. Your horse may de disadvantaged by racing out of position. Some horse are more adaptable in this area than others and may not be so inconvenienced by racing out of position. This option is only recommended for novice players as it gives away horse preferences that you should discover through experimentation.
6. Potential/state indicator. A small circle next to the speedo. A green circle indicates the horse is going well and has the potential to quicken. The lighter the green the more potential the horse has. An amber circle indicates the horse has very little potential and a red circle indicates the horse has no potential and may well fade.
Jump races
Movie: http://www.greyhoundmanager.com/so3/jumping1.wmv
The jockey mode for jump races works the same at for the flat but with additional jump related controls. Horses, generally speaking can jump fences on their own pretty well. Starters Orders 3 puts the emphasis on the player/jockey to assist the horse in getting over the fence or helping the horse avoid mistakes and maybe making the decision to forfeit a little ground in exchange for a safer jump! There is no clicking to make your horse jump and often you can simply let the horse jump on it's own and make zero input. Getting the jockey control right, especially over fences may take some time and patience.
The approach:
For a short period before an obstacle a APPROACH INDICATOR will appear. This is a small square that can be either green, blue or red. This will indicate one of three different categories of approach your mount is felt to be making and quick input may be needed! Note that you can influence your mounts jumping by changing the jockey actions (moving the mouse cursor in the jockey mode circle). When the horse has jumped the mouse cursor will revert to where it was before the approach indicator appeared (so you don't inadvertently change the jockeys non jumping riding action).
1. Good stride (green). The horse is approaching the fence on a good stride. Generally you should make no input here so once the indicator appear quickly move the mouse to the centre of the jockey mode controller circle (indicating relaxed jockey position).
2. Short stride (blue). The horse is deemed to be approaching on a short stride which means the horse is taking off a little early. This increases the risk of a mistake or fall. In this case the best option is to try to get your mount to 'lengthen' and take off later. You do this by pushing the mouse upwards in the jockey mode control circle (as quickly as possible) so the jockey will begin pushing the horse on the approach to the fence. Choosing to take a pull when your horse is on a short stride is a bad thing as it may make your horse take off even further from the fence increasing the chance of a mistake or fall.
3. Long stride (red). The horse is deemed to be approaching the obstacle on a long stride which means the horse may be taking off later that you would wish (too close to the obstacle). In this event the best course of action is to shorten the horses stride by pulling on the reins (move the mouse down in the jockey mode controller circle). In this case doing nothing is risky
as is pushing the horse into the fence.
Safer jumping:
There may be a occasion when you are happy to give away a little ground in exchange for a safe jump by steadying your horse into a fence. For example at the end of a long race when your horse is tiring or if you have a clear lead. As long as your horse is not on a short stride you can 'take a pull' on the approach by moving the mouse towards the bottom of the jockey mode controller circle. Your horse may end up jumping slowly but it will decrease the chance of a mishap.

