Itinerary Travel Flags: Identifying inefficient travel before it happens to reduce travel costs
This article is for scouting coordinators and directors. Travel Flags is turned on for individual users by your ONIT admin, so if you don't see it, ask your admin to enable it for you.
What Travel Flags does
Your scouts already confirm the games and events they plan to attend: college and high school games, showcases, combines, tournaments, and workouts. Travel Flags takes those confirmed stops and connects them into a route for each scout. The route runs from the scout's home to his first stop, from stop to stop, and eventually back home, and it is continuous across the whole season rather than restarting each week,. Once the route exists, ONIT can measure it and point out the parts that cost more than they should.
Throughout this article, the word "stop" means any confirmed game or event. A showcase counts exactly the same as a game. If a scout confirmed it, it is part of the route.
You will see Travel Flags in two places. The first is the Scout List under Itinerary, where flags, miles, and estimated cost appear next to each scout for any week, month, or day. The second is the Map, which draws a scout's week as a route.
Scouts do not enter anything new. Everything you see is built from stops they have already confirmed, each scout's home city, and a small set of travel settings your enabled user(s) fill in once.
The three flags
A flag means "this piece of travel is worth a review." It does not mean the scout was wrong. Sometimes a long trip is exactly the right call because a particular prospect has to be seen. The flag simply makes sure you see the trip that warranted a travel flag so you can easily identify potentially inefficient travel then decide for yourself if it is or isn't warranted.
The first flag is called Long Drive. It fires when a scout drives 500 miles or more in a single leg, whether that is from one stop to the next, from home to a stop, or from a stop back home. Your club sets the threshold in Travel Settings, and it can be adjusted for individual scouts. A Midwest scout who covers four states can reasonably have a longer leash than a scout covering Southern California, and the setting lets you reflect that.
The second flag is called Detour. It fires when a stop sits far off the path between where the scout came from and where he went next, while he was out on the road. In plain terms, the scout went a long way out for one game or event and then had to travel a long way again to get back on course. A straightforward trip from home to a far series and back is not a detour; that is just a long trip, and the Long drive flag or the flight count will tell you about it. Picture a scout who goes from Tallahassee to Miami and then up to Raleigh. Tallahassee to Raleigh directly is about 600 miles. Going through Miami makes it about 1,400. That extra 800 miles for one look is what the Detour flag catches.
The third flag is called One look per flight, and it applies only to scouts who fly. It fires when, in the middle of a road trip, a scout flies into a stop for a single game or event and then flies straight out to the next stop. Flying to a weekend series or a multi day showcase and driving between stops is normal. Flying in and out for one look is the pattern that adds up quickly, and that is what this flag surfaces.
If you ever forget what a flag means, click its pill in the legend at the top of the Scout List and the definition will appear.
Reading the Scout List
In Week View, each scout's row has a column called Travel estimates. Reading it from top to bottom, the first line tells you the scout's travel type, either Driver or Driver + Flyer, and the home city the route starts and ends at. If that city shows in red, ONIT could not recognize it and you should fix it in settings. Below that you will see any flags the scout has this week, shown as red chips.
Click a chip and the stops it is built from will light up in the row so you can see exactly which trip triggered it. Below the flags you will see miles driven with the estimated mileage cost, then flights with the estimated airfare (this line only appears for scouts who fly), then hotel nights with their estimated cost. Those three lines add up to the total estimate shown beneath them. The last line shows the scout's total time in transit for the week.
On the calendar itself, a small pill sits above each confirmed game or event. It shows how the scout got there: the distance, the drive or flight time, and the estimated cost of that leg. When a leg triggered a flag, a red flag chip appears on the pill. A dashed pill under a card means the home rule assumed the scout went home that night, and the pill shows the distance home.
Games and events use the same colors. A card is green once the scout has confirmed it and gray while it is still unconfirmed. Only green cards count toward travel. A gray card is a placeholder the scout parked on the calendar, not a commitment, so it does not move any number.
The region header above each group of scouts shows a count of flags for that region. If you manage several regions, that count tells you at a glance where to look first. You can customize the regions by selecting customize view.
When more than one of your scouts is confirmed at the same game or event, the card shows ONIT's usual red count badge. Hover over it to see which scouts are there. That is often the fastest way to spot two people covering the same thing.
Week, month, and day
Above the calendar you will find the month, week, and day toggle, along with arrows and a today button that move through time in whichever view you are in.
Week is where you read individual legs and flags. It shows the most detail.
Month shows each scout across the weeks of the month. Each cell contains that week's miles, flights, hotel nights, cost, and any flag names, and cells with flags are tinted red. This is the view where patterns become visible. One detour in one week is a judgment call. The same scout with a detour three weeks in a row is a conversation worth having. Clicking any week cell opens that week in the week view.
Two things are worth keeping in mind as you compare scouts in month view. A scout with very few confirmed stops usually was not confirming his games and events, rather than staying home, so check with him before drawing conclusions. And miles run higher in sparse territories where the schools are far apart, so compare scouts against others in their region rather than against the whole organization.
Day shows a single day with larger cards. The travel column shows only that day's legs and any flag touching a stop on that day, with the week's total underneath for context.
The map
Click the Map button in a scout's Travel estimates column to see the week drawn on a map. A house marker "H" shows the scout's home. Numbered markers show each stop in order. Lines connect them.
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Hover over a stop to see the games or events there. Hover over a leg to see its miles, time, and cost. You can zoom and pan as you would on any map. Below the map you will find the flag explanations for the week and the full leg by leg list, including hotel nights and where they were spent.
From the month view, the Map button draws the whole month as one route.
Setting up your club
Open Travel cost settings by clicking the gear icon in the legend on the Scout List. There are two sections: club rules and per scout overrides.
Club rules apply to every scout unless a scout has an override. The Driver mileage rate is the dollar amount per mile your club pays scouts who drive, and the typical starting point is the federal mileage rate of about 70 cents. The Driver + Flyer mileage rate is the amount per mile on a flying scout's driving legs. Some clubs have bought their cross checkers out of mileage entirely, in which case this is set to zero. The car allowance is a flat dollar amount per scout per month, if your club pays one. The airfare estimate is a dollar amount per air mile, and 40 cents is a reasonable starting point for scouting travel, which tends to be booked close to the date. The minimum per flight is a floor, typically around 200 dollars, so that short flights are not priced as if they were nearly free. The flight threshold is the distance above which a flying scout's leg is treated as a flight rather than a drive, and 300 miles is the usual default. The average hotel night is the dollar amount charged for each night the scout is assumed to be on the road. The home radius and the off day home radius are explained in the next section. The long drive flag is the distance at which a drive gets flagged, and 500 miles is the default.
Per scout overrides give you one row for each scout. The most important field is travel type, which is either Driver or Driver + Flyer. A Driver always drives. A Driver + Flyer flies whenever a leg is longer than the flight threshold and drives otherwise. Travel type is set once from the scout's ONIT role when the feature is turned on, with area scouts becoming Drivers and cross checkers becoming Driver + Flyers, and after that it is simply a field you can change whenever you like. It is kept separate from the role because some clubs assign the cross checker role to area scouts for unrelated reasons, such as giving them access to prospect grades.
The second field is home city and state. Every leg to or from home depends on this being right. If it is blank or ONIT cannot recognize it, the field turns red and the scout's week is measured from his first stop to his last stop until you fix it. The remaining fields, which are car allowance, mileage rate, long drive flag, and flight threshold, can be left blank to use the club rule or filled in to override it for that one scout.
Any change you make takes effect immediately, in every view.
How the estimates work
Distance is measured between the locations of games and events, which means the ballpark, the showcase venue, or wherever the confirmed stop is. Driving distance is estimated from the straight line distance between two points, and flights use air miles.
Whether a leg is a drive or a flight follows the scout's travel type and the flight threshold, as described above.
Whether a scout went home or stayed in a hotel follows what we call the home rule. ONIT does not know where a scout actually slept, so it makes an assumption. If the last stop of the day is within the home radius, which is 150 miles by default, ONIT assumes the scout drove home that night. If the scout has a full day off before the next stop and home is within the off day radius, which is 400 miles by default, ONIT also assumes he went home. Otherwise ONIT assumes he stayed on the road near the stop, and that night is counted as a hotel night. The next leg of the route begins wherever the scout is assumed to have spent the night, and that carries across weeks. A scout who left home on Sunday and is still on the road Wednesday is on one continuous trip, and the week view shows it that way.
Cost is then miles driven times the mileage rate, plus flights, plus hotel nights times the nightly rate. The car allowance is shown separately because it is a fixed monthly amount and does not change with travel.
There are two honest caveats to keep in mind. The first is that every number is an estimate, and each one is labeled that way. The figures are designed to be directionally right for planning and for comparing scouts, not to match an expense report line by line.
The second is that the estimate is a floor. If a scout actually went home between two stops when the home rule assumed he stayed out, his real travel was more than what is shown, not less, because going home and coming back is always farther than going direct. This is also why you can trust the flags even though the home rule is a guess. The route ONIT builds is the least travel that could have produced the scout's stops, so a flag always describes at least that much real travel. A wrong guess about where the scout slept can change which flag you see, but it cannot invent travel that did not happen.
What Travel Flags is not
It is not a mandate. It is a way to see where travel is expensive so that you can ask the question. Sometimes the answer will be that the trip was worth it, and that is a perfectly good answer.
It is not visible to scouts unless your admin turns it on for them. By default it is a tool for the people who manage coverage.
It does not track rental cars, per diem, or the actual price of booked airfare.
Getting started
Begin by opening Travel cost settings and checking every scout's home city and travel type. Fill in your club's mileage rate and, if you pay one, the car allowance.
Next, go to the Scout List in week view and scan for red flags. Click each one to see the stops behind it and decide whether the trip makes sense.
Then switch to month view to see which scouts have flags repeatedly rather than once.
Finally, ask your scouts to confirm games and events a week or two ahead of time. Showcases and combines are often the longest legs of the week, and they only count once they are green. The more your scouts confirm, the more useful every view becomes.


