How SkyRewards works
The whole site in a few diagrams: how a flight is spotted, judged, then rewarded.
First steps
Four steps between your arrival and your first rewarded flight.
- Sign in with VATSIM
No account to create: SkyRewards receives your CID, your name and your VATSIM ratings, never your password.
- Set up your profile
A nickname and a country: that's what other pilots will see.
- Choose where to fly
Start a tour, a contract or an event before you take off: only a flight that matches a leg in progress earns rewards.
- Fly
With this remark in your flight plan. The rest is automatic.
RMK/SKYREWARDS
Flying and getting validated
Nothing to declare: everything is read from your track.
A flight in five steps
- Flight plan
Add this remark. Without it, your flight stays invisible to SkyRewards.
RMK/SKYREWARDS - Connection
The site reads the network every 15 seconds and spots you as soon as you connect.
- Airborne
Your track is recorded point by point, and you can follow your flight live on the site.
- At the gate
Land, then disconnect on the ground: that's what triggers the verdict.
- Verdict
The flight is judged right away. If it completes your current leg, its rewards are paid to you.
The three verdicts
- Validated
If it matches your current leg, the leg is completed and its rewards paid.
- Under review
A case the system can't settle alone: an administrator decides.
- Rejected
The reason is shown on the flight page. In doubt? Write to support.
If you get disconnected
A disconnection isn't the end of the flight. It all depends on where you were.
- Cut off in flight
You have 15 min to come back, 30 min on a flight over 700 NM. Reconnect with the same flight plan: the flight resumes where it left off.
After that, it's judged as it stopped. Cut off in the air, it can't be validated.
- Disconnected on the ground
The flight is judged straight away.
- Never moved
The flight is deleted, leaving no trace in your logbook.
Tours
A tour is a journey in several legs, flown in order. Every validated leg pays out, and the last one pays even more.
From start to finish
- Choose
The catalogue sorts tours by category. Each tour page shows its legs on a map and what they pay.
- Start
One click on “Start tour”. Some tours first ask you to pick a team: its airport is the departure or arrival of some legs. That choice becomes final once the first leg is validated.
- Prepare the leg
The briefing gives the route and, when the leg imposes them, the allowed aircraft or callsigns. It also prepares your flight plan: one click opens it in SimBrief.
- Fly it
Only one leg is open at a time. As soon as it's validated, the next one takes its place.
- Finish
The last validated leg completes the tour and pays its completion bonus.
What a tour pays
- Every legXP, credits, 1 booster
XP follows what you actually flew. The booster belongs to the tour's collection.
- End of the tourBonus, 1 booster
The XP and credit bonus shown on the tour page, plus one last booster.
- The badgeTour and collection
When the tour has one, it goes to the pilot who finished it and completed its card collection.
Leaving a tour
- No leg validated
You can leave freely and start it again later.
- At least one leg validated
You're committed to the end: the tour stays among your tours in progress.
Good to know
- Several tours at once
You can run several. A flight counts for one leg only: if two tours expect the same route, the one started first goes first.
- Only once
A finished tour can't be started again.
- Coming soon
An announced tour can be viewed before release: legs, rewards, cards. It can be started on its date.
Contracts and licences
Fly for a real airline, on its real routes and with its callsigns. First you need the type rating for one of its aircraft.
From licence to contract
- Get a licence
A type rating is obtained once and for all, at the price shown in credits. It opens the airlines seen flying that aircraft.
- Choose an airline
Filter by licence or continent, or search by name or code.
- Build the contract
A tour that never goes back through the same airport, or rotations from a base. You choose the leg length, the number of legs and your deadline.
- Sign
Don't like the offer? Ask for another. Once signed, the contract can't change, and you hold only one at a time.
- Fly its routes
With the airline's callsigns. Every leg pays XP and credits, but no booster: a contract has no collection.
Airlines created by SkyRewards
Alongside real airlines, SkyRewards puts together its own: a name, a fleet, a network. They are signed like the others.
- A designed network
Their routes and flight numbers are chosen by SkyRewards rather than recorded from real traffic. Licence, deadline, reputation and ranks follow the same rules.
- A callsign that is sometimes free
On some routes no number is imposed: you pick your own, as long as it starts with the airline ICAO code. Each leg tells you so.
SkyRewards Executive, business aviation
An in-house operator with no fixed routes: as in real business aviation, you fly wherever the mission sends you, anywhere in the world.
- One licence, the whole fleet
The Business aviation licence opens all 11 aircraft of the fleet: Cessna Citation Longitude, Cessna Citation X, Cessna Citation Latitude, Cessna Citation CJ3, Cessna Citation CJ4, Embraer Phenom 300, Bombardier Challenger 350, Pilatus PC-12, Daher TBM 900, Beechcraft King Air 350, and Daher Kodiak 100.
- One aircraft for the whole mission
You choose it before signing, and every leg is flown with it. The callsign is up to you.
- Round trip or multiple legs
One destination and back to the departure, or a chain of 2 to 10 legs that never visits the same place twice.
- Your departure, your distance
You depart from the airport of your choice and set the leg distance with a slider, from 60 NM up to the aircraft's range.
- Airfields you can land at
The mission only sends you to airfields where your aircraft can land and that exist in Microsoft Flight Simulator. Never to a military base.
- A career like anywhere else
Deadline, reputation and ranks follow the same rules as with an airline: SkyRewards Executive has its own ladder.
The deadline is a bet
The deadlines offered depend on the size of the contract. The tighter yours, the more reputation the contract earns.
- TightReputation × 1.5
Fewer days, and the most reputation.
- NormalReputation × 1
The reference pace.
- RelaxedReputation × 0.75
More time, less reputation.
When the deadline comes
- Contract fulfilled
It leaves your list and gives you one reputation point per leg, multiplied by your deadline.
- Reminders
You're notified 5 and 2 days before the deadline.
- Abandoned or overdue
Flown legs stay yours, but you lose the reputation the contract would have earned.
Your career at each airline
Reputation is counted airline by airline. Each rank raises the XP and credits of that airline's contracts, and only that airline's.
- Line Training0 pointsNo bonus yet
- First officer15 points+5% on rewards
- Captain40 points+10% on rewards
- Instructor80 points+15% on rewards
- Chief pilot150 points+20% on rewards
Events
A one-off meeting: a single leg, a takeoff window and rewards set in advance. Often a VATSIM event or a streamer's.
Taking part
- Find it
Events have their own category in the catalogue, with their organiser and a link to follow them when there is one.
- Sign up
With the “Join” button, before the window closes.
- Take off on time
Times are in Zulu (UTC). Only the takeoff time counts: you can land after the window closes.
- Collect
The XP and credits set by the event, the same for every participant.
XP, levels and credits
XP measures what you fly and raises your level. It can't be bought: it's earned by flying. Credits, on the other hand, are spent on the site.
How a leg is counted
With today's settings, for a 300 NM leg flown in 60 minutes under IFR:
The bonus is 0 % under IFR and 50 % under VFR. The distance counted is the one you actually flew.
Other earnings
- Tour completion bonus
Extra XP and credits, paid with the last leg.
- Airline rankUp to +20 %
On contract legs, depending on your reputation with the airline.
- Events
A fixed amount, announced in advance.
Levels
Each level takes a little more XP than the one before, up to level 100. Each one pays 1,000 credits, plus a universal booster every 5 levels.
- Level 2+500 XP+1,000 credits
- Level 3+1,250 XP+1,000 credits
- Level 4+2,200 XP+1,000 credits
- Level 5+3,250 XP+1,000 credits, +1 booster
- Level 6+4,400 XP+1,000 credits
The figure on each step is the XP to earn from the previous level.
What credits are for
Credits come from your flights and your levels, and are spent here:
- Licences
To open new airlines for contracts.
- Shop
Boosters to complete your collections.
- Market
The cards you're missing, sold by other pilots.
- Trades
The tax on a card trade between friends.
Cards and collections
Every catalogue tour has its own card collection. Boosters hand them out at random; it's up to you to complete the album.
Where boosters come from
- Validated tour leg+1 booster
The booster of the tour's collection.
- Tour finished+1 booster
One more, with the last leg.
- Every 5 levels+1 booster
A universal booster that draws from several collections.
- The shop
For credits.
Opening a booster
- Open
From your inventory. A roulette spins for each draw.
- Draw
Each draw has a 15 % chance of giving nothing, and each opening a 5 % chance of an extra draw.
- Paste
New cards wait in your inventory. Paste them into their collection's album.
- Duplicates
A spare copy doesn't go in the album: sell it or trade it.
Your odds by rarity
The share of each rarity when a draw gives a card.
- Common60 %
- Rare25 %
- Epic12 %
- Legendary3 %
The draw picks the rarity first, then the card: these shares don't depend on the size of the collection. Duplicates are possible.
The tour badge
Market, shop and trades
Three ways to move cards and boosters around, between pilots or with the site.
Three places
| Market | Shop | Trades | |
|---|---|---|---|
| With whom | All pilots | The site | Your friends |
| What | Cards, for credits | Boosters, for credits | Cards for cards |
| What it costs | 8 % of the price, taken from the seller | The listed price | 8 % of the estimated value, paid by each side |
Only spare copies can be sold or traded: a card pasted in your album stays yours.
Selling on the market
- List it
From your inventory, at the price you set, never below the rarity's floor price.
- A pilot buys
They pay the listed price. Each card's page shows its last sale and the average of the last ten.
- You get paid
The sale price, minus the 8 % fee.
Floor prices
No card can be sold below its rarity's price:
- Common200 credits
- Rare600 credits
- Epic1,000 credits
- Legendary1,500 credits
The shop
The site sells boosters there for credits. A tour's booster only appears once you've finished that tour, and some items are limited per week.
Trading with a friend
- Become friends
A trade can only be offered to a friend.
- Propose
Choose what you offer and what you ask for, among your duplicates and theirs. Up to 5 pending offers.
- They answer
They have 7 days to accept or decline. After that, the offer expires.
- Deal
The cards change hands, and each side pays the 8 % tax.
The community
See who's flying, compare yourself, and stay informed.
- Leaderboard
Pilots ranked by XP earned over the week, the month or the year.
- Friends
Search for a pilot by nickname or CID and send a request. Friends can trade cards.
- Public profile
Your stats, your badges and your tours. You choose what others can see.
- Live map
SkyRewards pilots flying on VATSIM, with their track, and the open ATC positions.
- Announcements
News, maintenance and polls. A new announcement shows up when you arrive on the site; a vote is final.
- Notifications
A validated leg, a trade received, a contract nearing its deadline: the bell lets you know.
- Support
A question, a flight to dispute: write to the team from the Support page.
That's everything. All that's left is to fly: the site takes care of the rest.