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SimuTools

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  1.    SimuTools reacted to a comment on a file: SimuDispatch
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  8. 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)
  9.    SrVenuh reacted to a comment on a file: SimuDispatch
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  21. But I'd appreciate any feedback, ratings, ideas, donations, etc. Anything that supports the server's uptime and development :)
    • 687 downloads
    • Version 0.4.6
    More Updates and Find Teammates on my Discord | Visit the Simu-LSPDFR Page 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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  23. Thank you so much for your great feedback. I'm not aware of the issue with the demo; it was probably caused by lspdfr. If it happens again, please let me know. I can try to put one together, but unfortunately I can't check it against the English version very thoroughly.
  24. I've also noticed that the markers look a bit awkward on the map for the lower difficulty levels; I'll adjust them and then update the map. By the way, the size of the marker depends on the difficulty level—at Difficulty 7, it disappears completely, and at Difficulty 1 (Very Small), it also adjusts the difficulty level. Maybe I'll add an option to let users set the value themselves.
  25. BB. started following SimuTools
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