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SimuTools

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  1.    SimuTools reacted to a comment on a file: SimuDispatch | LSPDFR Online
  2. It’s used for identification—so the control center knows who you are (e.g., “Officer XY”). Some systems, like voice chat, absolutely require this assignment to know who to place in which channel. It’s also a security measure: Anyone who misbehaves can be removed this way. And because we use Discord for this, we don’t need our own registration system—which saves on server load, code, and maintenance. For your security: The actual login (password verification) is handled entirely by Discord itself—we never see or store your password; we only receive a brief confirmation of your identity. So it really makes a lot of sense why we use Discord Auth instead of just letting everyone in without checking them... The alternative would be for everyone to register, etc., and then be allowed to log in two or three times...
  3. Teymen Eker started following SimuTools
  4.    Teymen Eker reacted to a comment on a file: SimuDispatch | LSPDFR Online
  5. No idea if that's even possible; I'll have to look into how it all works. But I'd think it shouldn't be a problem between EUP and EUP. It's already on the to-do list for the next update.
  6. I'll take a look at it. But it'll only work in Vanilla—if Player A has Eup and Player B doesn't, then of course it won't work. But in principle, it should
  7.    SimuTools reacted to a review on a file: More Callout
  8.    SimuTools reacted to a review on a file: More Callout
  9.    SimuTools reacted to a review on a file: More Callout
  10. Unknown—a virus scanner is flagging it, but this is a false positive. As lspdfr also points out: VirusTotal results can sometimes include false positives. Scanners may flag files that contain code for game modifications, which can trigger heuristic detections.
  11.    SimuTools reacted to a comment on a file: SimuDispatch | LSPDFR Online
  12.    SimuTools reacted to a comment on a file: SimuDispatch | LSPDFR Online
  13.    thefluffyyeti reacted to a comment on a file: SimuCallout
  14.    BJ USA reacted to a comment on a file: SimuDispatch | LSPDFR Online
  15.    BJ USA reacted to a comment on a file: SimuDispatch | LSPDFR Online
  16.    BJ USA reacted to a comment on a file: SimuDispatch | LSPDFR Online
  17.    BJ USA reacted to a comment on a file: SimuDispatch | LSPDFR Online
  18. das ist ein Merkwürdiger Fehler, ich glaube aber das kommt eher von der KI oder von NPCAI... wenn du mehr Details dazu hast meld dich gerne nochmal bei mir (am besten im DC)
  19.    SrVenuh reacted to a comment on a file: SimuDispatch | LSPDFR Online
  20.    SimuTools reacted to a review on a file: SimuDispatch | LSPDFR Online
  21.    SimuTools reacted to a comment on a file: SimuDispatch | LSPDFR Online
  22.    SrVenuh reacted to a file: SimuDispatch | LSPDFR Online
  23.    SimuTools reacted to a review on a file: SimuAmbient
  24.    SimuTools reacted to a comment on a file: More Callout
  25. But I'd appreciate any feedback, ratings, ideas, donations, etc. Anything that supports the server's uptime and development :)
    • 1,451 downloads
    • Version 0.5.1
    More Updates and Find Teammates on my Discord | Visit the Simu-LSPDFR Page Use the in-game chat on other devices as well SimuDispatch turns LSPDFR into a coordinated, semi-multiplayer experience — without turning it into a full multiplayer mod. Players each keep their own independent game session, but connect through a shared dispatch layer: everyone in the same session shows up in your game world as a ghost — a translucent presence at their approximate position — so you always know roughly where the rest of your shift is operating, without any precise tracking or visibility into what another player is actually doing. At the center is the dispatcher — run from a browser-based web dashboard, not in-game. From there, the dispatcher sees a live map of all connected officers, assigns incoming calls to specific players, requests AI backup units when a scene needs more hands, and can trigger calls manually or let Auto-Dispatch generate them automatically whenever an officer is free. Assigned incidents are pushed straight into the player's game and dispatched directly — no separate popup, no guesswork about who's handling what. Login runs through Discord, and both the in-game menu and the web dashboard support multiple languages. SimuDispatch is currently in Alpha — actively developed and expanding. Even at this stage, it already ships with modding support: callout developers can hook their callouts into the dispatch system with a small, dependency-free integration (an API/documentation is included with the download). Callouts without that integration keep working exactly as before, so nothing forces every callout author to adapt — SimuDispatch simply adds capability on top of what's already there. Features Update Notifications Become a Control Center Employee Downed-System InstallFiles Installation Note RequirementsRageNativeUI Discord Account Support is provided forpdComp Policing Redefined Ultimate Backup Supported CalloutsSimuCallout ChillLSCallouts It works with all callouts by default, but with limited functionality without API support. If your Callout Pack supports it, feel free to message me, and I'll add it right away :) Available LanguagesGerman (de) English (en) Spanish (es) France (fr) Poland (pl) Portugal (pt) Russia (ru) The texts were translated using a translation program and may sound strange or be incorrect. If that's the case, I apologize and ask that you let me know via Discord or through other channels. Introduction Videos Demo Video from @SrVenuh (Spanish) None more have been created yet :( Feedback, bug reports, and suggestions for improvement are always welcome. You can also visit my website or join my Discord for news, support, and updates.

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