PLUTOMISSED · 3.1.17 · 2026-10-06
Complete user manual
From first launch to detailed settings and standalone radar deployment. Every control is explained with its prerequisites, real behavior, and troubleshooting steps.
Installation, first launch and updates#
Choose the correct package#
The download center contains three ZIP packages with distinct roles.
| Package | Destination | Purpose |
|---|---|---|
PlutoMissed-3.1.17-radar-x64.zip |
The Windows x64 computer running the client | Complete desktop client, including 3D shared radar publisher settings |
radar-server-windows-amd64.zip |
A Windows x64 radar host or server | Standalone radar service, room administration and web viewer |
radar-server-linux-amd64.zip |
A Linux x64 / amd64 radar server | Linux executable providing the same server role |
Viewers open a room's viewer link in a browser. They do not install the server executable. Client account authentication and radar room administration use separate credentials: the account password is not a radar admin token, and a radar publish token is not a client license key.
Extract and start the client#
- Download the client ZIP and extract the complete archive into a directory.
- Open the extracted client folder. Keep
PlutoMissed.exe, its DLLs, fonts and resource directories together. - Double-click
启动软件.cmd, or launchPlutoMissed.exedirectly. Both start the same client. - Use a writable directory. The client stores configuration in its
Configsubdirectory and writes update files beside the executable. - Point shortcuts to the extracted executable. Move the complete client directory rather than moving the EXE alone.
Run from the extracted directory, outside the archive preview. Avoid overwriting the current package with unrelated DLLs from an older installation. A missing DLL, font or image requires restoring the complete current package; changing feature parameters does not restore a missing dependency.
Read the startup status bar#
The login window's bottom bar shows startup progress. Account action buttons remain disabled until initialization finishes.
| Status | Work in progress | Next action |
|---|---|---|
| Cleaning up an older client | Replacing a previous running instance | Wait; on failure, close the older instance and click the bottom bar to retry |
| Checking for updates | Querying the current release channel | Keep internet access available and wait |
| Downloading an update | Downloading a newer client EXE | Watch the percentage and transferred size; wait for replacement and restart |
| Fetching DMA libraries / optimizing the environment / initializing the Windows kernel | Refreshing companion libraries specified by the cloud service | Wait; on failure, check connectivity, directory permissions and package completeness |
| Initializing DMA | Establishing the acquisition-device connection | Check the device, cables, driver and companion libraries |
| Software and DMA ready, initializing hotkeys | Preparing the host keyboard data source | Wait for initialization and a valid sample |
| Software, DMA and hotkeys ready | Initialization required for login has completed | Submit login or another account action |
| Failed; click the bottom bar to retry | Startup stopped at a failed stage | Address the stated stage, then click the bottom status area |
A correct account password and a working acquisition device are separate requirements. A disabled action button while initialization is incomplete is not repaired by changing passwords. The controller's movement output and the DMA / keyboard initialization required by login also have separate checks; a connected controller does not replace DMA initialization.
Understand the update boundary#
The executable checks the stable or beta channel built into that executable. These channels update separately. The account's Missed / Full license edition comes from a successful cloud login and is a different selection.
A newer version is downloaded with progress shown in the bottom bar, then the current EXE is replaced and restarted. The same version is not repeatedly installed, and a newer local version is not deliberately downgraded. The client EXE update does not replace the complete package's configuration, fonts, images and companion DLLs. DMA companion libraries have a separate refresh step based on cloud configuration. Download the complete package when a release adds supporting resources.
After a successful replacement, PlutoMissed.exe.previous may remain beside the executable. It is the previous EXE, not a second complete installation. A failed replacement may produce PlutoMissed.exe.update-status.txt; the next startup reports that the previous replacement failed. Address file locks or directory permissions, then retry. For a version rollback, stop the client and preserve the complete current directory before the maintainer checks the older executable's channel and supporting resources. A restarted client still checks current cloud releases.
Installation and startup troubleshooting#
| Symptom | Check |
|---|---|
Missing SProtectSDK64.dll, a font or another companion file |
Extract the complete current package and keep its EXE and supporting files together |
| The application appears briefly and exits | Check missing dependencies and the startup-stage error; successful extraction does not prove a device connection |
| Update check failed | Check local internet access and cloud service availability, then click the bottom bar to retry |
| Update version or channel mismatch | Download the complete package for the correct channel; avoid replacing it with another product's or channel's EXE |
| Update download or preparation failed | Check connectivity, disk space and write access; close an older instance locking the EXE before retrying |
| Cloud DMA-library configuration unavailable | The stage relies on cloud configuration; report the exact message and client version to the maintainer when internet access is working |
| DMA initialization failed | Check the acquisition device, cables, driver and libraries, then retry |
| DMA ready but hotkeys failed | Follow the stated host-session, system-version, signature or read error; DMA connectivity does not prove usable keyboard data |
| Signed in but no match drawing appears | Check a valid match state, the output display, overlay enable and the feature's drawing switches; continue with the relevant chapter |
Cloud accounts, license keys and login#
Pages and input rules#
The login window has seven tabs: Login, Register, Trial, Recharge, Change password, Unbind and Convert. Each tab performs one account action. Fill the fields belonging to that action, and wait for the result while the bottom bar says the request is being submitted.
| Field | Current rule or meaning |
|---|---|
| Username | Registration accepts 3–64 ASCII characters: letters, digits, underscore, hyphen and period. Spaces and Chinese characters are rejected. The server stores the name in lowercase |
| Password | New passwords are measured in UTF-8 bytes, from 10 through 256 bytes. An ASCII character occupies one byte |
| License key | Used for registration or recharge; verify copied content and whitespace. It is not the account password |
| Machine code | Generated and submitted by the software; it is not a manually entered server address |
| Trial duration / authorization expiry | Use the latest cloud result. Changing the local date does not extend cloud authorization |
Sign in with an existing account#
- Wait for the bottom bar to report that software, DMA and hotkeys are ready.
- Select Login and enter the registered username and password.
- Click the login action and wait for completion.
- Read the welcome message and expiry time. The main menu title shows the release channel, client version and actual license edition.
- The main menu appears after successful login. Hide the settings window with its menu hotkey when required; hiding it is different from exiting the client.
A new client configuration saves the successful login's username and password for filling the next startup's input fields. Existing configurations retain their previous save preference. The current login surface has no separate “Remember password” toggle. Filled fields still require a fresh cloud login; they do not provide offline authorization. The saved data resides in the Windows-protected configuration bundle described in the configuration chapter.
Register a paid account#
- Open Register.
- Enter a new username, password and a valid unused license key.
- Submit registration.
- After the result confirms that the key was activated, return to Login and sign in with the new account.
Registration creates an account; login creates the client session. Successful registration does not skip login and enter the feature menu. A key already bound to another account is not an unused registration key.
Register without a key and use a trial#
- Open Register and enter a username and password, leaving the license-key field empty.
- Submit registration and read the result.
- A result granting N trial minutes means the same account is ready for the Trial or Login tab.
- A result granting no duration requires recharge before login.
Keyless registration records eligibility by machine. A machine that has already claimed the trial does not receive another claim merely by changing the username. The interface's fixed text says “2 hours,” and the backend default is 120 minutes, but the current server setting determines the actual grant, including a possible grant of zero. Use the registration result and final expiry time. Trial login uses the same account authentication and does not grant a second duration.
Recharge an account#
- Open Recharge.
- Enter the target account's username, its password and an unused license key.
- Submit the recharge action.
- Check the expiry time in the success response, then sign in to inspect the actual authorization.
The account edition and recharge-key edition must match. An edition-mismatch result refers to Missed / Full, not to the stable / beta client channel. Switching the release channel does not change the key's edition. Submitting a recharge request is not proof that it succeeded; use the returned result.
Convert Full to Missed#
- Open Convert and read the displayed Full → Missed direction and 20% remaining-time deduction.
- Enter the current Full account's username and password.
- Submit the conversion action.
- After success, sign in again and check the edition and expiry in the main menu.
The operation changes cloud authorization and deducts 20% of the remaining duration at that moment, rather than 20% of the original purchase. Ten remaining hours become approximately eight. The entry does not convert Missed to Full and is not a stable / beta channel switch.
Current limitations of password and unbind pages#
Change password asks for a username, super password and new password. Unbind asks for a username and password. In this client, these two pages still contact the legacy account service, whereas login, registration, recharge and conversion contact the new account service. A visible tab does not prove that a new cloud account has matching self-service support.
For a new cloud account's device mismatch or password change, ask the account maintainer to handle that account in the matching service. A legacy success response is not proof that the new cloud binding or password changed. Verify the result with a normal cloud login after it is handled. Restoring local defaults is also distinct from account unbinding and does not remove the cloud device binding.
Common account messages#
| Message | Meaning and next action |
|---|---|
| Invalid username or password | Verify the registered account credentials; do not put a license key in the password field |
| Username already exists | The registration name is taken; an existing account belongs in Login |
| Invalid password | Meet the 10–256 UTF-8 byte rule before registration |
| No valid license key | The account needs usable authorization; recharge first |
| Key not found / already bound / unavailable | Verify key content, activation ownership or its status; use a valid unused key |
| License expired | Recharge and check the new cloud expiry |
| Machine code mismatch | This device differs from the cloud binding; have the maintainer handle the new cloud account binding |
| Kicked / session invalid | The session is no longer valid; sign in again and inspect account status when it repeats |
| Account or license disabled | The server denies authorization; contact the account maintainer |
| Too many requests | Stop repeated submissions and retry later |
| Cloud connection failed | Restore internet access and resubmit |
| Device registration failed / session creation failed / invalid response | Preserve the exact message and client version for the maintainer; local feature parameters do not repair the cloud service |
After login, authorization heartbeats continue. Expiry, bans, revoked sessions, administrator removal and invalid machine bindings end authorization and trigger a message and client exit. A transient network error does not grant permanent authorization; the application also stops when its existing cloud lease expires.
Main menu, language and display settings#
Locate normal controls#
The left sidebar holds global settings. The right area contains four feature tabs.
| Area | Controls |
|---|---|
| Global sidebar | Language / Menu, Screen / Window, Software optimization, Controller Connection and Configuration |
| Player ESP | Player drawing and visibility-related settings |
| Aim / Recoil | Aim, recoil and input bindings |
| Item ESP | Items, vehicles, airdrops and death boxes |
| Advanced | 3D shared web radar and other advanced items |
The initial menu occupies approximately 75% of the current work area's width and height and is centered. Drag its top title strip to move it, or the window edges to resize it. Columns rearrange when space becomes limited. The sidebar has its own scrollbar; scroll it to reach configuration buttons near its end. Current configuration persistence does not store the compact menu's position and size; a restart starts with the initial layout.
Hide the menu or exit#
| Action | New-configuration default / button | Result |
|---|---|---|
| Show / hide settings | Home, editable through Menu hotkey |
Toggles the settings window while running features retain their settings |
| Exit the client | End, editable through Exit hotkey |
Requests client shutdown |
Top - button |
Main menu top right | Hides the main menu |
Top x button |
Main menu top right | Exits the client |
Saved bindings override defaults. Read the key shown by the control. Remote hotkeys rely on the initialized host keyboard sampler; local keyboard and mouse input edit the menu. For an unresponsive hotkey, leave text editing or binding capture, then verify its displayed binding and host keyboard initialization. A menu tooltip does not replace a device test.
To change a main-menu binding, click the binding control, release the mouse button used to activate it, then press the desired key. For a chord, hold the modifier and press its main key. Check the new displayed name and save Configuration. In the main menu, Esc cancels capture, and approximately ten seconds without input ends capture. The login window's binding widget instead clears a binding on Esc; restore a usable menu binding before hiding the window after clearing it.
Select Chinese or English#
Open Language / Menu → Display language and select Simplified Chinese or English. Main-menu controls use the selected language, and changing it saves configuration automatically. Some dynamic messages and login-window text remain Chinese. Language selection does not change the account edition, update channel or server address.
Change accent colors#
Accent color affects title strips, selected controls and buttons. Hover color affects their hover state. Adjust the color control, inspect the live menu and save Configuration. The normal compact menu's white surface remains fixed; its normal controls do not recolor the complete surface.
These colors are separate from skeleton, name, item and visible / blocked drawing colors on the feature pages. Changing the menu accent does not replace those drawing settings.
Select the output display and overlay#
Choose the display under Screen / Window → Output display. The shown dimensions describe the current output. Reopen the menu after connecting or removing a monitor to refresh the display catalog. A saved display that is absent falls back to an available primary display.
Enable overlay controls the desktop drawing surface. Turning it off may hide player drawing and other overlay output; it does not prove that acquisition stopped or cloud login failed. For missing drawing, check this switch, the output display and the relevant feature page.
Use the black background mask#
Draw background mask is enabled in a new configuration. It makes the drawing background black, with player drawing and other enabled outputs drawn above it. This is a presentation setting, separate from player visibility calculation, radar publishing and aim activation.
Turning it off removes the opaque black background. With the settings menu hidden, the window returns to desktop transparency and click-through. Settings, modal messages and an interactive player list retain their own interaction areas. To reach an application underneath, hide the settings menu and dismiss active interactive dialogs.
The client's desktop mask and the radar viewer's black drawing canvas are separate settings. This desktop switch does not change the web theme, web borders or browser fullscreen state. The radar chapter covers the browser's skeleton fullscreen mode.
Frame rate, vertical sync and optimization entries#
| Entry | Current behavior | Persistence |
|---|---|---|
| Show app FPS | Displays client rendering FPS / scene information, not the game's FPS or valid acquisition rate | The current settings serializer does not save this switch; a restart restores its initial value |
| Vertical sync | Changes presentation pacing; actual output may be constrained by the display's refresh pacing | Save Configuration after editing |
| Render FPS limit | Range 1–3000; a new configuration starts at 240; limits client rendering | Saved automatically after a completed slider edit |
| Record logs | Controls client logging | Saved immediately when toggled |
| Frame generation, DLSS / FSR, 72-hour environment optimization | Locked display entries in the normal menu | Their checked appearance is not proof of an enabled runtime capability |
| 24-hour anomaly optimization | The preference is editable and stored; this version has no runtime handler consuming it | Changing its stored state is not proof of anomalous-report interception or reduced penalty risk |
Increasing the render cap does not simultaneously raise valid DMA sampling, radar publish frequency and monitor refresh rate. Start with a stable cap, inspect actual output and resource usage, then change the value. The setting is a limit; achieved FPS still depends on processing time and vertical sync.
Save, load and restore configuration#
Understand the three buttons#
The Configuration area's Chinese name mentions sharing / moving. Its buttons operate on a fixed local file; they do not open a file chooser and do not provide normal-user cross-computer export / import.
| Button | Result | Use it for |
|---|---|---|
| Save | Writes supported persistent settings into the encrypted file beside the EXE | Finished parameters, bindings and connection settings |
| Load | Reloads locally saved settings into the live interface and runtime | Discarding unsaved changes and returning to the last saved values |
| Restore defaults | Shows a confirmation step; Confirm restore applies defaults and attempts a save | Resetting confused parameters before setting them up again |
A useful check is: change one value → inspect the result → Save → change it again → Load → confirm that the saved value returns. Load overwrites the corresponding unsaved edits, so save edits that must survive. Exiting is not the current normal settings' automatic-save entry.
Some controls save automatically, including language, output display, logging, completed render-cap editing and the radar's dedicated save button. Each configuration save writes the full supported current settings, so also save deliberately after editing other features.
File location and protection#
The primary file is client directory\Config\冥王星配置.dat. It is not an editable JSON or INI. Windows DPAPI protects it under the current user context. Copying it to another Windows user or computer is not a general configuration export.
| Data | Location / scope |
|---|---|
| Aim, recoil, player / item drawing, radar and common bindings | The encrypted bundle's settings section, applied through Save / Load |
| Language, accents, overlay enable, black mask, vertical sync, output display, render cap and logging | The bundle's settings section |
| Radar address, port, room ID, publish token, enable flag, publish rate and distance | Radar settings in the encrypted bundle; its publish token is also included in a local backup |
| Remembered username and password | The bundle's separate login information, used to fill the next login fields |
| Legacy migration content, some lists, layout text and resource settings | Separate parts of the same bundle; their use follows the corresponding feature |
| Account edition, expiry, machine binding and license status | The cloud account service; local defaults do not clear or extend them |
| Radar admin token and room list | The standalone radar server's data directory, outside client defaults |
| Web theme, camera selection and viewer options | The viewer's browser state, outside the client's bundle |
A backup of the bundle includes remembered credentials and the radar publish token. Share the needed parameter values instead of treating the entire bundle as a public example. Current-user protection encrypts the local file; it is not an account license, a cross-computer compatibility guarantee or a sharing tool.
Migrate an older installation#
With no readable new bundle, the client attempts to migrate existing files from its directory and create a new protected bundle. Existing Config\kakaConfig.bak, login INIs, lists and some resource settings are copied into their corresponding sections. Migration does not automatically remove the original files. Once the new bundle is readable, it is the primary configuration; old plaintext files are not the normal daily editing path.
Keep a copy of the older complete directory before migrating under the same Windows user. Inspect important switches, bindings, output display, controller settings and radar credentials afterward. Across users, computers or a Windows reinstall, re-enter necessary settings and sign in in the new environment; direct recovery of the old encrypted file is not guaranteed.
Back up and restore your configuration#
- Save settings in the current client, then exit it.
- Copy
Config\冥王星配置.datto a private backup directory and record the client version and save date. - To restore in the same Windows user and original environment, keep the client stopped and put your backup at that path.
- Start the client and inspect each page. The account still requires cloud login.
Preserving the complete client directory for an upgrade makes recovery of resources easier than preserving its EXE alone. Restore the file while the client is stopped, so a live save does not overwrite the restored copy.
What Restore defaults preserves#
Click Restore defaults, then Confirm restore or Cancel. Confirmation rebuilds normal defaults and saves them. The current output display, dimensions and window handle, current menu visibility, controller type, COM, IP, port, UUID and connection state are retained, preventing this operation from immediately dismantling an active device connection.
Other settings, including aim, recoil, drawing, common bindings, language and colors, return to defaults. Radar settings reset too; enter its address and room credentials again before publishing. The operation leaves the bundle's separate saved-login section intact. It does not unbind the cloud account, change cloud expiry or delete rooms from the radar server.
“Defaults restored” means the defaults were applied and saved. “Defaults applied; save failed” means this session uses defaults but disk persistence failed; the next launch may load the older saved values. Address directory permissions or file locks and save again.
Configuration troubleshooting#
| Symptom | Action |
|---|---|
| Values return to an older state after restart | Verify the same client directory is being launched; Save after edits and confirm the entry supports persistence |
| Load changes nothing and shows no detailed success result | The normal Load button has no detailed outcome dialog; verify file presence, Windows user and directory, and use the Save / Load check before claiming recovery |
| A copied bundle fails on another computer | DPAPI user protection is not a cross-computer export; set up and sign in again in the new environment while preserving the original backup |
| Bundle damaged or copied from another user | Preserve the original first; a failed read may trigger legacy migration or bundle rebuilding, so avoid replacing the sole backup |
Editing kakaConfig.bak does not change the menu |
The protected .dat is now primary; edit and save normal settings through the interface |
| Old credentials remain filled after Restore defaults | Defaults reset settings, while saved login information has a separate bundle section |
| Remove local remembered account fields | Stop the client and back up first; moving the complete bundle out also removes local settings. Existing legacy login files such as Key.ini may be migrated again, so check the resulting login fields. The cloud account remains |
| App FPS becomes visible again after restart | This version does not serialize that switch; it is a session setting |
| Controller still reports connected after defaults | Connection parameters and state are explicitly preserved; manage the connection through the controller's own Disconnect action |
Menu, configuration, and key binding basics#
This chapter covers menu operation, aim assistance, recoil compensation, the automatic trigger, and mouse/keyboard output devices in the normal client interface. Default values refer to a fresh configuration. An installation that has loaded an older configuration, saved custom settings, or upgraded from an earlier version retains its existing settings. Grayed controls are subject to the current account's verified permissions; the product name does not replace the actual permission state.
Separate menu input from game output#
The client computer runs the software and displays its menu and drawings. The source computer runs the game and supplies the state read by the client. A mouse/keyboard output device sends client output to the source computer; the menu's “Primary/secondary computer operation” section controls the software's own menu. These functions are independent: a remote mouse operating the menu does not prove that the aiming output device is connected, and a successful output-device connection does not prove that remote desktop cursor coordinates are available.
| Action | Default binding or entry point | Actual purpose |
|---|---|---|
| Show/hide menu | Home; editable through “Menu show/hide hotkey” in the sidebar | Opens or hides the settings interface. The remote keyboard needs valid input samples. A global toggle from the client computer's local keyboard is not guaranteed by the input path reviewed here |
| Exit software | End; editable through “Exit software hotkey” in the sidebar; title-bar × | Ends the client, rather than hiding its menu |
| Temporarily hide menu | Title-bar − | Hides the menu while the program continues running |
| Move menu | Drag the title area at the top of the menu | Moves the menu within the drawing screen |
| Configuration 1 | F2; editable under “Configuration presets” on the aim page | Selects Configuration 1 |
| Configuration 2 | F3; editable under “Configuration presets” on the aim page | Selects Configuration 2 |
| Aim master switch | F2 by default; editable under “Main ESP settings → Information and hotkeys” | Toggles “Enable aim” |
| Black-background toggle | Insert by default | Toggles the overlay's solid black background. This is separate from the web radar's fullscreen button |
The default F2 binding overlaps. F2 selects Configuration 1 and toggles the aim master switch; one press triggers both actions. To switch configuration while keeping the aim switch unchanged, assign different keys to “Aim switch hotkey” and “Configuration 1 switch key,” then save. Assigning the same key to other actions creates similar conflicts.
Change a key binding#
- Open the relevant key control and click the area displaying the current key name.
- Release the left mouse button used to activate that control.
- Press the new key. To bind a modifier itself, such as Shift, Ctrl, or Alt, press and then release that modifier.
- After the displayed key name changes and the “Key updated” notification appears, test the actual binding.
- Click “Configuration sharing/moving → Save” in the sidebar.
Press Esc while waiting to cancel binding. Waiting ends after approximately 10 seconds without a captured key. Keyboard keys, left/right/middle mouse buttons, and side buttons are recognized inputs. A modifier plus a mouse button supports a combined binding, such as Ctrl plus a mouse side button. This does not imply support for arbitrary combinations of several keyboard keys. Remote menu input has its own sample-validity requirements; an unfinished capture ends when its input becomes unavailable or its page disappears.
Connect the mouse/keyboard output device and confirm output#
Start with a COM-type device#
The normal interface offers COM-type device and IP-type device under “Connection type.” COM mode automatically probes serial devices; its current automatic identification uses a MAKCU version response. Seeing a COM port in Windows does not establish compatibility with every serial output device. Check the firmware protocol, driver, USB cable, and port against the actual hardware.
Operation order:
- Connect a supported serial device to the client computer and confirm that its serial device appears in Windows.
- Open “Mouse/keyboard device settings” in the sidebar and choose “COM-type device.” The interface displays “Automatically detect serial device.”
- Keep “Auto-connect” enabled and observe the connection state. After a failed initial probe, resolve the device issue and click “Connect device” to retry.
- Once “Connected” appears, move the game to a small test setting where movement is easy to observe. Disable aim assistance, recoil compensation, and the automatic trigger first.
- Click “Test movement” and observe whether the source computer's physical cursor or view moves within a small area. This button sends real movement for approximately 1 second along a small-radius rotation and does not send clicks.
- After output behaves correctly, enable the required functions one at a time and save the configuration.
The connection-type selector is locked during connection, movement testing, and an established connection. IP, Port, and UUID being locked after a serial connection is normal; those fields are not required for a serial connection. Disconnect before changing type. A manual disconnect disables auto-connect; check that option again when automatic connection is wanted.
Use an IP-type device#
- Check IP, Port, and UUID against the device's own configuration. The initial IP shown is
192.168.2.188, while Port and UUID start empty; displayed factory values do not establish the correct values for your device. - Ensure that the client computer reaches that device address. Check the appropriate network adapter, subnet, and device power.
- Select “IP-type device” under “Connection type” and enter the three device parameters.
- Click “Connect device” and wait for “Connected.” The current IP-type path uses a KMNET network connection.
- Disable automatic output in the order described above, then run “Test movement” to confirm the physical output path.
- To attempt connection automatically on startup, enable “Auto-connect” and save.
Auto-connect initiates a connection attempt; it is not a guarantee of endless retries. After a failure, correct the settings, inspect the hardware, and connect manually. Use the port and UUID provided by the device. Keep the radar service port, device input-return port, and device control port distinct.
Read the connection state#
| Display | Meaning | Next action |
|---|---|---|
| Not connected | The client has not confirmed a connection | Check hardware, power, cables, and connection type, then connect |
| Connection in progress | The background connection attempt is running | Wait for completion; avoid repeated clicks and parameter edits |
| Connected | The client's connection procedure succeeded | Run the movement test to confirm physical output before enabling operational functions |
| Device connection failed; this device might be unsupported | COM automatic identification did not establish a usable connection | Check the driver, serial-port ownership, firmware protocol, and device model |
| Device connection failed or network error | IP/device communication did not succeed | Check IP, Port, UUID, adapter, routing, and hardware state |
“Connected” checks the software's connection procedure, while “Test movement” checks the actual output path. Neither establishes that every aiming, release, or automatic-key behavior has been verified in the game. Mouse DPI, game sensitivity, scoped sensitivity, screen resolution, and firmware affect the physical response. This guide does not provide a single recoil-control success rate or aim-speed value that covers all hardware.
Aim/recoil settings: understand the current parameter groups first#
One shared configuration, grouped by the current firing mode#
The current page uses globally shared settings. Automatic, single/burst, bolt-action, shotgun, and throwable groups have their own speed, distance, or dedicated controls; the page does not expose a fully independent speed and FOV configuration for every gun.
| Operating group | How the group is selected | Associated settings |
|---|---|---|
| Automatic | The current weapon has a valid automatic firing-mode sample | Automatic keys, default head preference, hip-fire, distance, and speed |
| Single/burst | The current weapon has a valid single or burst firing-mode sample | Shared single/burst keys, default head preference, hip-fire, distance, and speed |
| Bolt-action | The current weapon is a bolt-action rifle | Bolt-action keys, default head preference, hip-fire, distance, and speed |
| Shotgun | The current weapon is a shotgun | Shotgun keys, default head preference, hip-fire, distance, and speed |
| Throwable | An applicable throwable is currently equipped | Separate throwable switch, distance, FOV, and speed; see the throwable chapter for detailed release and trajectory operation |
Switching the same rifle between automatic and single fire uses the shared keys and parameters for the corresponding mode. The software needs valid, sufficiently fresh firing-mode data. Repeatedly increasing speed does not repair incorrect weapon or firing-mode identification.
“Configuration 1 / Configuration 2” retain the current preset and compatibility key fields. Global speed, distance, FOV, recoil strength, and shared firing-mode keys do not become a second independent set when another preset is selected. Compatibility keys for bolt-action rifles and shotguns, plus preset fields such as downed-target and tire keys, are read from the selected preset. Start tuning with one fixed preset; examine the second preset after the first has been confirmed.
Aim switches and target conditions#
| Field | Initial value | Purpose and operating details |
|---|---|---|
| Enable aim | Enabled | Master switch. Disabling it stops normal firearm aim; independent trajectory previews and the automatic trigger have their own switches |
| Visibility check | Requested as enabled; effective when the license permits it | Uses the visibility result for the selected body part. A gray control indicates unavailable permission; model coverage and valid data affect the result |
| Aim at teammates, including drawing | Disabled | Allows teammates into aim targeting and the associated drawing; the local player remains excluded. Leave disabled for ordinary use |
| Skip downed targets | Enabled | Skips downed targets in ordinary selection. The dedicated downed-target key is an additional condition; clearing this option is not a promise that a normal key automatically handles downed targets |
| Downed-target key | Ctrl | This page edits the rifle key in the selected preset. The Missed-license downed-target path uses it; other weapons still read their corresponding compatibility keys |
| Lock switching | Disabled | Continues checking the selected target against FOV and releases a target that moves outside the range. It is not an unconditional switch-to-another-target button |
| Switch after a kill | Enabled | Clears the lock and searches again after the current target dies, following the wait rules and valid-scene/target conditions |
| Do not lock with empty ammunition | Disabled | Stops normal firearm locking when ammunition is 0. Reloading also stops aim |
| Aim movement frame interval | 3; range 0–3 | 0 and 1 allow output each iteration; 2 every 2 iterations; 3 every 3 iterations. The first iteration for a new target allows output. This is aim-computation output cadence, not display FPS or a fixed hardware Hz |
| Switching delay | 0; interface range 0–1000 ms | Controls the wait before switching after a kill. The actual wait in the current version is not a strict millisecond equivalent of this displayed value; observe actual behavior rather than treating this field as precise timing |
Targets also require a valid game scene, local player and weapon, distance, FOV, and bone positions. Whitelists and target filters affect selection. Checking “Enable aim” does not establish output when the controller is disconnected, target positions are invalid, or reloading is active.
For downed targets, inspect “Skip downed targets,” the dedicated key, and the selected preset first. The current Full-license path does not accept dedicated downed-key activation. After a license or version change, use the functionality actually available and avoid treating a normal aim key as a downed-target key.
Primary keys, backup keys, and secondary body parts#
| Control | Initial value | Behavior |
|---|---|---|
| Automatic aim key | Right mouse button | Primary activation key for automatic firing mode |
| Single/burst aim key | Right mouse button | Primary key shared by single and burst modes |
| Bolt-action aim key | Right mouse button | Bolt-action primary key in the current preset |
| Shotgun aim key | Right mouse button | Shotgun primary key in the current preset |
| Backup key for each group | Unbound | A second entry point equivalent to the primary key; backup bindings that duplicate the primary or secondary key are normalized |
| Automatic/single/bolt-action secondary key | Shift | Requests secondary head selection; the license path determines whether the primary key must also be held |
| Require ADS for secondary key | Disabled | Requires the game to confirm aiming down sights for the corresponding secondary key; this setting does not separately restrict the primary key |
| Default head preference for each group | All enabled | Prefers a valid available head, then falls back to currently valid body parts when the head is unavailable |
The primary-key body-selection policy starts with the chest, then other valid body parts, and uses the head as a later fallback. Enabling “Default head preference” moves the head ahead of that order. The Missed-license path requires holding the primary key with the secondary key; the Full-license path permits independent secondary-key activation. Assigning the same key to primary and secondary removes their distinct meaning, so use different keys.
“Show prediction point” also has an ADS reference-point display path. With that display enabled, holding the secondary key alone while already aiming down sights enters reference-point display and pauses the current crosshair movement. This condition also affects the Full-license path's independent secondary key. To aim at the secondary head in that situation, hold the primary and secondary keys together, or disable “Show prediction point” before testing independent secondary-key activation. Default head preference, secondary keys, and visibility interact; the final body part follows valid positions and visibility rather than guaranteeing the same bone every time.
Test keys in order: disable all hip-fire switches; equip an ordinary weapon in a valid game scene; hold the primary key and observe locking; release it and confirm stopping; add the secondary key; finally test the secondary ADS requirement. This separates an unread binding from an unmet body-part condition.
Hip-fire#
Automatic, single/burst, bolt-action, and shotgun groups each have an independent “Hip-fire aim” switch; all start disabled. Enabling a group adds activation while not aiming down sights and while in aim stance or firing. Normal scoped aiming still follows the primary and secondary keys. A hip-fire switch does not mean the client takes over the mouse at every moment.
Before regular use, run a brief test without ADS, then aim down sights to check key gating, and finally check release after stopping firing or aim stance. For unintended hip-fire activation, disable the relevant group's hip-fire switch first, then inspect whether the primary key or right mouse button is still being reported as held.
FOV range#
| Control | Initial value | Range | Meaning |
|---|---|---|---|
| Shared aim FOV range | 25% | 1–100% | Selection range shared by currently supported firearms; 100% radius is half the drawing region's shorter side |
| Dynamic FOV | Enabled | On / off | Changes range with camera FOV, including magnified/narrow views |
| Maximum dynamic FOV multiplier | 150% | 100–300% | Caps dynamic expansion; 150% allows at most 1.5 times the base radius |
For a 1920×1080 drawing region, the shorter side is 1080 and the 25% base radius is 1080÷2×25%=135 pixels. Dynamic mode adjusts this for the current view and remains subject to the maximum multiplier. The percentage is not the game's viewing angle. Changing output resolution, display, or dynamic FOV changes the circle's pixel size.
When a target is not acquired, enable “Show aim FOV,” check that its selected body part is inside the circle, and verify the distance limit. A larger range admits more targets that were not intended for selection. Start with a smaller range and adjust to the actual target distribution. After changing FOV, leave speed unchanged for one observation before deciding to alter it.
Aim distance#
| Control | Initial value | Range |
|---|---|---|
| Automatic aim distance | 330 m | 1–2000 m |
| Single/burst aim distance | 2000 m | 1–2000 m |
| Bolt-action aim distance | 2000 m | 1–2000 m |
| Shotgun aim distance | 165 m | 1–2000 m |
| Throwable aim distance | 100 m | 1–300 m |
| Throwable aim FOV | 180 px | 1–1500 px |
Distance is a selection ceiling. It does not guarantee valid samples for every target inside that ceiling and does not state the weapon's effective range in the game. Longer distances depend more on target motion, valid reads, trajectory state, and display stability. Reducing the ceiling avoids unintended distant locks; it does not repair an invalid local weapon or a disconnected output device.
Aim speed and acceleration#
The five “Aim speed” groups use the same base percentage for horizontal and vertical movement, with an interface range of 0–300%. At 0%, that group's base aim speed is zero. At 100%, the internal base computation uses its full proportion; it does not mean a 100% hit rate.
| Speed group | Initial value | Adjustment method |
|---|---|---|
| Automatic | 80% | Reduce first when movement overshoots or oscillates; increase gradually when it consistently lags |
| Single/burst | 80% | Applies to the current single/burst group; check firing-mode identification first |
| Bolt-action | 20% | Check ADS and stability before changing the value gradually |
| Shotgun | 20% | Observe close targets and hip-fire settings; a larger FOV is not a higher movement speed |
| Throwable | 20% | Affects the group's aiming movement together with its independent switch and valid solution conditions |
| Acceleration field | Initial value | Range | Effect |
|---|---|---|---|
| Screen-distance acceleration | 20% | −200–300% | Positive values increase speed farther from the crosshair; negative values decrease it farther away; 0% keeps this factor neutral |
| Enemy-distance acceleration | 20% | 0–300% | Increases speed more as an enemy gets closer inside 25 m; 0% removes this increase |
| Enemy-motion pursuit | 20% | 0–200% | Adjusts for a target moving toward or away from the crosshair on screen. 100% is neutral to motion direction, rather than the initial value |
| Scope-magnification adaptation | 20% | 0–200% | 0% favors constant screen-pixel speed; 100% favors angular-error speed. Reduce it when high-magnification movement is too fast |
Keep the weapon, magnification, game sensitivity, DPI, display, distance, and stance fixed, and change one field in a repeatable small scene. Record its previous value and observe overshoot, lag, or oscillation; save after confirming improvement. When close targets are too fast but distant targets are normal, inspect enemy-distance acceleration first. When the edge of the circle is too fast but its center is normal, inspect screen-distance acceleration. For high-magnification anomalies, inspect magnification adaptation. Continuously increasing speed does not correct jittering bones, expired reads, or discontinuous device output.
Aim drawings#
| Control | Initial state | Purpose |
|---|---|---|
| Draw screen center point | Disabled | Shows the drawing-region center for alignment checks |
| Show prediction point | Enabled | Shows the currently available predicted reference location; this is not a guaranteed shot result |
| Prediction-point color | Red | Changes the reference-point color |
| Prediction-point size | 3; range 1–20 | Changes display size, rather than target selection or output strength |
| Show aim FOV | Disabled | Displays the aim-range circle for range checks |
| FOV color | Initially white | Changes the range-circle color |
| Show tire-lock FOV | Disabled | Displays the tire-selection range |
| Tire-lock FOV color | Initially golden brown | Changes the tire-range circle color |
Optional reference points and circles have valid-state requirements. Before treating an absent point as an ineffective drawing switch, inspect the current weapon, ADS/key state, and target samples. Low color opacity also makes drawings difficult to see.
Tire settings#
The current tire controls are “Tire key,” “Tire-lock FOV,” and “Tire smoothing.” The initial tire key is Caps Lock; tire-lock FOV starts at 60 and has an interface range of 1–360. Tire targeting is enabled in the normal runtime, with the dedicated key entering tire selection. Its FOV also changes with the current camera view.
These controls edit the rifle tire configuration in the current preset; the compatibility tire fields for other weapons are not guaranteed to synchronize. Start with a rifle and the current preset on a valid nearby vehicle tire before checking other weapons. “Tire smoothing” displays a range of 0.1–100 and an initial value of 5, but the current active production output does not consume it as an independent speed control. Adjusting it is not a verified tire-response optimization. Tire locking is not automatic firing; firing still comes from the user's action or an independent automatic trigger that meets its conditions.
Smoothing and random effects under “Detection prevention settings”#
The public controls under this title change aiming paths, transitions, and random offsets. The title does not establish an anti-cheat bypass result or guarantee safety or account-ban outcomes; this chapter describes observable adjustments. Grayed controls indicate unavailable license permission.
When default head preference or the secondary head key is used for player aim, this entire effect group is bypassed, including ADS smoothing, post-shot slowdown, curves, and randomness. Confirm the actual aiming part and default-head setting before testing the group so that behavior from different parts is not mixed together.
| Control | Initial value | Range / effect |
|---|---|---|
| Automatic ADS aim smoothing | Enabled | Gradually restores normal aim speed after automatic-weapon ADS |
| Other ADS aim smoothing | Enabled | Applies the ADS speed transition to other applicable weapons |
| ADS smoothing X strength | 25% | 0–100%; 0% does not reduce horizontal speed, while 100% uses the complete transition |
| ADS smoothing Y strength | 0% | 0–100%; the vertical axis initially moves at normal speed immediately |
| Slow single-fire aim after a shot | Enabled | Briefly reduces speed after a semi-automatic firing press, retaining ordinary recoil and crosshair bounce; not used for bolt-action weapons |
| Randomize aim curve | Enabled | Approaches target coordinates along a continuous uneven curve affected by random movement speed |
| Automatic X-coordinate randomness | 10 cm | 0–50 cm; horizontal movement near the computed aim point, with different amplitudes for larger and smaller body parts |
| Automatic Y-coordinate randomness | 10 cm | 0–50 cm; changes above and below the computed aim point |
| Single-fire coordinate randomness | 10 cm | 0–50 cm; changes around the aim point |
| Shotgun coordinate randomness | 0 cm | 0–50 cm; the initial zero value produces no amplitude from this item |
| Recoil-point movement randomness | 5 cm | 0–50 cm; changes during a non-firing phase for automatic weapons, rather than while aim takes over or physical firing is active |
| Automatic bullet-spread effect | 5% | 0–50%; simulates aim-spread behavior, more concentrated nearby and more dispersed at distance. Magnification changes its appearance; this does not edit game ammunition data |
| Random movement speed | 150% | 0–200%; 0% disables random motion. Controls movement of random positions along continuous paths; the aim frame interval still controls the corresponding output cadence |
Zero random amplitude leaves that item with no amplitude. The head and limbs use a smaller scale, while the chest, abdomen, and pelvis use a larger scale. Centimeters are not fixed screen pixels; distance and magnification change the visible offset.
Test in order: disable the curve and each random amplitude and confirm stable base speed; enable the ADS transition; enable post-shot slowdown; finally increase the desired random amplitudes one by one. Record the prior value each time and retain the same body part, weapon, and magnification. Random settings deliberately reduce precision. For excessive offsets or distant instability, return the corresponding amplitude or spread to 0 and inspect base aiming before making large simultaneous speed increases.
Algorithmic recoil compensation#
Enable it in order#
- Connect the output device and complete “Test movement.”
- Open “Aim/recoil settings → Algorithmic recoil compensation V1.0” and check “Enable recoil compensation.” The master switch starts disabled.
- Retain the initial strength values. Start with a recognized ordinary firearm and briefly fire manually from a stable state.
- Inspect the weapon, attachments, firing input, and recoil state under “Current loadout.”
- Confirm ordinary automatic recoil strength first, test strength while aim is locked second, and test the single-fire group last.
- Release the physical fire key and confirm output stops; then save.
| Field | Initial value | Range | Applicable conditions |
|---|---|---|---|
| Enable recoil compensation | Disabled | On / off | Master switch, independent of the aim master switch |
| Automatic recoil strength | 110% | 0–120% | Ordinary recoil strength for rifles, submachine guns, and machine guns |
| Automatic recoil strength while aiming | 110% | 0–120% | Used for the corresponding automatic weapon families when aim is enabled and a valid lock exists |
| Single-fire recoil strength | 110% | 0–120% | DMR, handgun, and shotgun families; bolt-action rifles and crossbows do not use this algorithm |
Recoil strength is grouped by weapon family, unlike aim keys grouped by current firing mode. For example, a rifle switched to single fire remains in the rifle recoil category while its ordinary aim keys use the single/burst mode group. Strength above 102% increases horizontal compensation; vertical compensation remains capped at 102%. A 110% setting does not mean a linear 10% increase on both axes. At 0%, that group's compensation strength is disabled.
The feature computes mouse compensation from current muzzle movement and recoil magnitude, requiring a valid local player, weapon, firing input, and output device. It uses fresh physical firing input; automatic key events do not replace valid physical firing samples. When aim owns the mouse axes, the independent recoil path pauses to avoid stacking two movements. Game cursor/menu state, device disconnection, invalid reads, and reloading also affect the conditions.
Read “Current loadout”#
The loadout panel includes the weapon, recognized attachments, sample state, recoil reason, firing input, recoil reading, controller, and output-attempt count. A valid weapon identification shows the weapon name; unrecognized attachments show their current state or reason. stale_sample means the data has expired rather than remaining valid indefinitely. An increasing output-attempt count means the software attempted dispatch; it does not replace a hardware acknowledgment or observation of physical mouse movement.
| State/reason | Meaning | Troubleshooting order |
|---|---|---|
disabled |
The recoil master switch is disabled | Check “Enable recoil compensation,” then the strength values |
scene_unavailable |
The current scene is not a valid game scene | Wait for an active game and a valid local character |
device_disconnected |
The output device is disconnected | Return to device settings, connect, and test movement |
not_firing |
No valid physical firing state is present | Briefly fire manually and inspect firing input and sample validity |
weapon_unavailable |
Weapon, identity, or strength conditions are not ready | Check weapon name, local identity, zero strength, and whether the current weapon is supported |
offset_unavailable |
Required runtime data locations are not ready | Check client version and authorization/configuration state, and retain logs for support |
sample_unavailable / stale_sample |
A sample is invalid, missing, or expired | Check valid reading and input; avoid using an old display to infer current state |
output_suppressed |
Output is paused or owned by another path | Release aim keys and leave the game cursor state, then test recoil separately |
output_provider_unavailable |
No usable output path exists | Check the hardware and connection mode, reconnect, and test movement |
ready |
The current frame meets the algorithm's processing conditions | Continue checking nonzero readings and physical output; this is not proof of effective recoil cancellation |
inactive / sampling |
A final runtime state has not yet been obtained | Wait for a new valid sample rather than concluding from one display |
Tune residual recoil movement#
For residual upward movement, confirm valid recoil readings, continuous output, and the applicable strength group first. For excessive downward movement, reduce that strength. For horizontal drift, separate game recoil, horizontal strength, manual input, and the aim path, especially because values above 102% primarily increase horizontal strength. When enabling aim changes recoil behavior, test manual recoil compensation and aim lock separately; axis ownership and the automatic-while-aiming strength alter the result.
Keep the same gun, attachments, stance, magnification, game sensitivity, mouse DPI, and firing duration during comparisons, observing short segments. Recheck after changing those conditions; values for one gun do not promise results for every gun. A 120% setting does not supply missing conditions for bolt-action rifles/crossbows, unrecognized weapons, or unavailable fresh physical firing samples.
Raycast automatic trigger#
Understand its independent control#
The automatic trigger requests an automatic button action when crosshair/visible-bone overlap, valid sight path, weapon readiness, and output ownership conditions are satisfied. It starts disabled and has its own master switch, hotkey, and per-weapon always-on policies. Disabling ordinary aim does not imply that the automatic trigger is disabled, and the trigger does not automatically activate ordinary aim.
The normal page exposes the following controls. Gray controls indicate unavailable account permission; internal parameters absent from the interface are not adjustable items in this chapter.
| Field | Initial value | Range and behavior |
|---|---|---|
| Enable automatic trigger | Disabled | Master switch for normal trigger activation |
| Toggle key | Unbound | Once assigned, one press changes the trigger activation state; it is not a fire key that must remain held |
| Automatic always on | Disabled | Independent automatic-weapon activation that bypasses the toggle key and remains possible with the master switch off. Valid scene, hit, ammunition, and output checks remain |
| Semi-automatic/handgun always on | Disabled | Independent activation for this group, remaining possible with the master switch off |
| Bolt-action always on | Disabled | Independent bolt-action activation, still requiring weapon readiness and historical-window conditions |
| Shotgun always on | Disabled | Independent shotgun activation, remaining possible with the master switch off; valid overlap and output conditions remain |
| Crosshair/visible-bone overlap | 50% | 0–50%; shared by applicable weapons. A geometric overlap threshold for projected circles, not a measured in-game hit rate |
| Bolt-action history window | 300 ms | 0–2000 ms; measures the proportion of frames within the history window where the crosshair falls on the target body |
| Bolt-action hit-rate threshold | 95% | 0–100%; a bolt-action firing request requires the window's proportion to meet this threshold, rather than guaranteeing a future actual hit probability |
With no toggle key assigned, enabling the master switch accepts the remaining conditions directly. With a hotkey assigned, a new activation cycle starts permitted and its first valid key press pauses it. Do not assume the first press always turns it on. After changing or reopening the master switch, perform a short test against the actual state.
“Always on” does not remove obstruction, ammunition, or weapon-readiness checks. To disable the trigger completely, turn off the master switch and clear all four always-on policies: automatic, semi-automatic/handgun, bolt-action, and shotgun. Leaving any always-on policy enabled permits automatic button requests for a matching weapon even with the master switch off.
Enable it for the first time#
- Connect the output device, test movement, and confirm that the current license enables the trigger controls.
- Leave every always-on policy disabled. Verify ordinary aim separately to avoid investigating two problems at once.
- Enable the trigger and assign a toggle key that does not conflict with other actions.
- Run a short test on a stationary, visible, unobstructed target and observe release after moving the crosshair off its body.
- Check stopping and priority separately when the crosshair moves away, an obstacle appears, reloading starts, ammunition is empty, the weapon changes, and manual firing is used.
- After stable basic tests, enable individual weapon always-on policies and adjust overlap or the bolt-action history window one item at a time.
- End the test by completely disabling the master switch and always-on policies, and confirm that automatic button actions stop. Restore the recorded settings and save when regular use is required.
Manual firing retains priority, and automatic input has separate release handling. Output integration varies with the device protocol; a working movement test does not establish support for independent automatic-button ownership. Lowering overlap thresholds does not repair unknown visibility, an unverified path, an unready weapon, empty ammunition, or a missing output path.
When the trigger produces no action, troubleshoot in this order: account permission → master switch and always-on policies → whether the toggle key has paused activation → device connection and output support → valid scene and weapon → crosshair/bone overlap → distance/hip-fire settings → valid visibility and path → ammunition/cooldown/reload. For bolt-action rifles, also inspect the history window and threshold; for shotguns, inspect valid bones and the related prediction conditions. Confirm repeatable behavior on an ordinary target before adding complex movement and obstruction.
Operate the menu from the source computer#
Memory-based mouse menu input#
Entry point: “Advanced function settings → Primary/secondary computer operation.” “Memory mouse menu operation” starts enabled. “Mouse coordinate scale” starts at 1.00, with a range of 0.25–4.00. With the mouse connected directly to the source computer, valid remote keyboard/mouse samples operate the software's settings menu through an independent cursor, alongside the client computer's local cursor.
Operation steps:
- Open the menu with its bound Home key through a verified input source and confirm that it displays correctly. Do not assume a global local-keyboard toggle without testing it.
- Open “Primary/secondary computer operation” and inspect remote keyboard state and the input source.
- Enable “Memory mouse menu operation” and move the source computer's mouse.
- Confirm the independent cursor position and click response. Start with a page tab, then drag a numeric control.
- When the computers have different resolutions and the position is clearly offset, make small changes to “Mouse coordinate scale.” It adjusts menu-coordinate mapping rather than game mouse sensitivity or aim speed.
- When keyboard/mouse state is invalid, click “Retry remote keyboard” and wait for reinitialization.
The client computer's local keyboard/mouse has priority. Recent local activity temporarily prevents remote takeover; briefly stop using the local mouse before testing remote input. A sample timeout, invalid source, or hidden menu releases retained remote pressed states, preventing continued dragging or held buttons after disconnection. “Local keyboard/mouse has priority; remote takeover paused” is not a remote-hardware failure. “Waiting for source-computer keyboard/mouse samples” indicates insufficient valid remote samples.
KMNET physical keyboard/mouse return#
“Device return port” starts at 27392, with an interface range of 1024–65535. “Returned mouse sensitivity” starts at 1.00, with a range of 0.1–3.0. Returned input uses the physical device mouse's relative motion, while memory mouse input uses remote desktop coordinates; the two sensitivity fields serve different purposes.
- Connect KMNET through the IP-type procedure first.
- Inspect return-input state. After connecting, the software attempts to start return input by default; when it has not started, click “Enable device keyboard/mouse operation.”
- Connect the actual keyboard/mouse through the physical input path supported by the device and move the mouse or press a key.
- After “KMNET listener bound, waiting for physical keyboard/mouse” becomes “KMNET relative input received,” check the menu cursor and buttons.
- When the cursor is lost, click “Center returned cursor,” then adjust returned mouse sensitivity.
- Click “Disable device keyboard/mouse operation” when it is not needed; this also disables automatic return startup for the current session. Disconnecting the device also releases and stops returned input.
The port field is locked while return input is enabled; disable return input before changing it. This is the local listening port for physical input reports, separate from the device control port and web radar port. For startup failures, check the firewall, port ownership, IP connectivity, and whether the connected device is still KMNET. This entry point does not integrate return input from other device types.
Common problems with remote menu operation#
| Symptom | Troubleshooting order |
|---|---|
| Local input works but remote clicks do not | Menu visibility → memory-mouse switch → recent local mouse activity → remote keyboard/mouse samples → retry remote keyboard |
| Cursor position is offset | Current output display and dimensions → resolutions of both computers → memory coordinate scale; adjust returned sensitivity separately for relative device input |
| KMNET displays a listener but does not move | Actual physical input connection → whether return state reports received input → local priority → listening port, firewall, and network |
| An operation suddenly releases | Check sample timeout, hidden menu, or device disconnection. Releasing on input loss is normal behavior |
| Key binding does not complete | Release the activation click → press a new key → valid input source → whether the 10-second wait expired → hotkey conflicts |
| Coordinate scale changes after restarting | Save, then reload to confirm the persistent value. Check temporary device-return listening parameters separately after startup; they are not guaranteed to persist like menu coordinate scale |
A repeatable tuning and troubleshooting process#
Start from normal default settings#
- Save the current usable configuration and record connection parameters and keys that need to be retained. Use the interface's restore confirmation when restarting from defaults.
- Fix one output display and check the current dimensions against the game picture.
- Connect the device and complete the small-area movement test.
- Select one preset and assign nonconflicting keys for preset selection and the aim master switch.
- Keep the automatic trigger and recoil compensation disabled. Enable ordinary aim first, show FOV, and verify primary key → lock → release after letting go.
- Keep the weapon, magnification, DPI, and game sensitivity fixed. Tune base tracking speed, then adjust acceleration one item at a time as needed.
- Check head/chest selection, secondary keys, and visibility conditions before enabling required hip-fire groups.
- Release aim keys and verify recoil compensation separately, tuning ordinary automatic strength, strength while locked, and the single-fire group.
- Test the automatic trigger after basic input is stable, initially without always-on policies.
- Save and reload at each stage to confirm persistent values. After restarting, recheck the device and important switches.
Identify which part is failing#
| Symptom | First check | Next checks |
|---|---|---|
| No automatic movement at all | Device connection and movement test | Scene, local weapon, valid reads, and input |
| Device moves but aim does not lock | Master switch, primary key, and corresponding firing mode | FOV, distance, target filters, visibility, and bones |
| Lock appears normal but motion is weak or intermittent | Zero speed and movement frame interval | Output device, read continuity, and expired samples |
| Aim continues after a key is released | Backup/secondary keys and hip-fire switches | Physical firing/right-button state and conflicting hotkey bindings |
| F2 unexpectedly turns a feature on or off | F2 is bound to both the master switch and Configuration 1 | Assign different keys, save, and test again |
| Selecting another preset does not change speed | Current speed/FOV/distance are globally shared | Presets principally change compatibility key fields; use the grouping described in this chapter |
| Automatic firing continues with ordinary aim off | Trigger master switch and all four always-on policies | Toggle-key state and physical manual firing |
| Recoil switch is checked but nothing moves | Physical firing sample, weapon family, and applicable strength | State reason, aim-axis ownership, and identity/weapon-sample validity |
| Increasing values has no effect | Unmet conditions or a grayed control | Strength and range values are not switches that repair missing data or hardware |
| Configuration restoration or saving fails | Same Windows user, intact file, and directory write permission | Free disk space, file locks, and encrypted configuration compatibility after reinstalling or moving computers |
When reporting a problem to support, state the client version, connection type, related menu values, reproduction steps, and exact status text. Distinguish successful connection, a software output request, physical mouse movement, and the in-game result. A repeatable observation from the same scene and settings is more useful for diagnosis than an unverified fixed hit-rate claim.
Player ESP: switches, information, and distance#
This chapter covers Player ESP and the normal display controls in Advanced. Defaults in the tables describe a new configuration in the current version. Saved configurations override these defaults. An existing configuration retained across an update may have different switches, colors, hotkeys, and distances.
Build a readable display from scratch#
- Open Player ESP and enable the player ESP master switch and player skeletons.
- Set ESP distance to the required player drawing range. Set information distance to the range where names, team numbers, and other text are useful. Start with 300 meters for information and adjust for screen density.
- Enable names, team markers, and distance in Player Information. For weapon information, enable held weapons, then check weapon text and ammo under Independent Display and Size → Display Item → Weapon.
- Increase Skeleton Thickness when lines are too thin. Reduce Information Size or information distance when text becomes crowded. Change one field, observe the result, then change another.
- Enable Player Box for bounding boxes. Box line width and skeleton thickness are independent settings.
- Click Save when finished. The saved values are used after the next launch. Load replaces unsaved changes with the saved configuration.
World player, item, vehicle, and throwable drawing requires an active match and valid camera data. Missing player drawing in the lobby is normal. After joining another match or during a camera sampling interruption, check the scene, PID, and actual sampling state first. Increasing range does not create missing game data.
Base ESP controls#
| Control | New configuration default | Actual behavior and use |
|---|---|---|
| Enable player ESP | On | Master switch for player skeletons and player information. Items, vehicles, airdrops, and death boxes have separate switches. |
| Player skeletons | On | Draws the player bones that have been read. Draw Player Skeleton in Advanced uses the same switch. |
| Player box | Off | Draws a box around the projected player bounds. Enable it before adjusting box line width. |
| Player names | On | Draws names, normally limited by information distance. |
| Text shadow | On | Adds an outline/shadow to overlay text for readability against detailed backgrounds. |
| Visibility check | On | Uses available scene evidence to choose visible/occluded colors when the current license supports visibility. This is separate from the visibility switch on the Aim page. |
| Color exposed body parts | Off | Enables local bone visibility coloring with visible and occluded colors. It is not a fixed 100-meter threshold control. The existing Chinese label is “漏哪变色”. |
| Hide locked skeleton | Off | Hides the skeleton of a player currently locked by aim. It does not hide all names and other information together. |
| Locked target color | Off | Uses the configured lock color for the current target. List relationships and local bone visibility also influence the final display; green/red bones do not universally indicate lock state. |
| Danger warning | On | Displays the bottom warning for objects within 200 meters, including count and nearest distance/name. The text is fixed red. |
| Official/partner marker | On | Displays available partner/official-level information from game player data. The current Chinese control name is “官方走狗”. |
The player ESP master switch is not a master switch for the whole application. Items, map markers, or timers remaining visible after turning it off are controlled by their own modules. To disable all world drawing, check player, item, vehicle, airdrop, death box, and throwable modules.
Range, thickness, and text size#
| Control | New configuration default | Main panel range | Unit and meaning |
|---|---|---|---|
| ESP distance | 600 | 0–1000 | Meters. Players beyond this range are excluded from player drawing. |
| Information distance | 300 | 0–1000 | Meters. Limits names, teams, clans, levels, historical statistics, and similar player text. |
| Weapon distance | Use the displayed configuration value | 0–1000 | Meters. Weapon information also overlaps the information range, as explained below. |
| Skeleton thickness | 1.0 | 1.0–6.0 | Pixels. Thickness of skeleton lines. |
| Head marker size | 1.0 | 0.5–2.0 | Multiplier. Size of the head circle relative to projected player height. |
| Box line width | 1.0 | 1.0–6.0 | Pixels. Independent player box thickness. |
| Information size | 14 | 8–32 | Pixels. Shared by several player text fields. |
| Ray line width | 2 | 1–6 | Pixels. Thickness of player rays such as targeted-direction indicators. |
Independent Display and Size provides another set of shortcuts to the same fields, not a second display profile:
| Display item | Additional controls at this entry |
|---|---|
| Name | Name switch; text size 10–32 px, modifying the same Information Size field. |
| Team | Team-number switch. |
| Distance | Distance-label switch; maximum distance 50–1500 m, modifying the same ESP Distance field. |
| Weapon | Weapon icon/information switch, weapon text, ammo; weapon information distance 50–1500 m. |
| Rank | Rank-text switch. |
| Status | Overlay status-information switch. |
| Level, Kills, Damage, Spectators | Separate information switches. |
| Items | Item drawing, distance, icons, icons plus text; item distance 10–500 m. |
| Vehicles | Drawing, health, and the durability label; range 50–1500 m. The durability label controls fuel, as detailed below. |
| Airdrops | Drawing and contents; range 50–1500 m. |
| Death boxes | Drawing and contents; range 10–500 m. |
| Throwables | Throwable drawing, historical trail, and high-throw guidance. |
| Main map and mini map | Separate player, vehicle, airdrop, death box, and special-room markers; icon size 8–30. |
The two entries use different slider ranges while sharing the value. Setting ESP distance to 1200 meters in the shortcut also changes the main field; it does not create a second 1200-meter display. When one control changes another, check whether they are two entries for the same field.
Weapon Distance is not an absolute independent cutoff. The current drawing logic retains weapon-information eligibility for players already inside the information range, and the current target may receive expanded information. Weapon text beyond the configured weapon distance therefore calls for checking Information Distance and current-target state. Coordinate player, information, and weapon ranges when simplifying the display.
Player information switches#
| Field | New configuration default | Meaning and checks when absent |
|---|---|---|
| Team marker | On | Team number and related markers. Team relationships follow the team data that has been read. |
| Clan | On | Nonempty clan name. Empty data is not replaced with an invented name. |
| Level | On | Survival-level information, limited by information distance. |
| Distance | On | Distance from the current drawing camera to the player, in meters. |
| Offline status | On | A player identified as offline. This is not a switch that acquires offline player data. |
| Held weapon | On | Held-weapon icon. Keep the complete client's image resources. |
| Kills | On | The kill count currently read. The current renderer omits this row when the count is zero. |
| Damage | Off | The player's current-match cumulative damage, displayed when positive and inside the information range. It differs from historical average damage. |
| Targeted ray | On | Draws a ray toward screen center for a player identified as facing the local player. It is an orientation warning, not confirmation that a bullet hit the local player. |
| Head marker | Off | Draws a head circle. Head Marker Size adjusts it. |
| Rank icon | On | Draws the icon when rank data and the image are available. Rank text has a separate switch. |
| Spectators | On | Player spectator count, shown when positive. It is not the web radar's viewer count. |
| Player KDA | On | Displays the selected historical source's KD/KDA value and type label. |
Weapon text and icons are adjustable separately. For text without icons, disable Show Weapon while retaining Show Weapon Text. For icons and ammo, enable Show Weapon and Show Ammo. Ammo rendering depends on an available weapon icon; missing icon assets can also remove the ammo label.
Ordinary firearms show valid ammo counts or Reloading. A throwable being cooked shows Pin Pulled. Throwables and certain special weapons do not show ordinary ammo numbers. Blank ammo does not mean zero rounds; the weapon may not use this display, or a valid value may be unavailable.
Read visibility colors as evidence-based display#
Visible and occluded colors are display results. Missing scene models, regions still mounting, incomplete path coverage, or missing new observations result in unknown evidence. The current display policy treats unknown evidence as visible by default. Green therefore does not prove that the path has no obstacle. The web radar preserves the publisher's visibility result and known/unknown state instead of recomputing occlusion from a viewer's new camera.
One player can have different colors on different body parts because arm, head, and torso observations are independent. A player classified as visible as a whole does not make every bone visible. Missing or overly old bones are not completed with fabricated poses.
New configurations use green for ordinary visible skeletons and red for ordinary occluded skeletons. Both ordinary information colors are white. Separate colors exist for AI, downed players, blacklist, whitelist, partner markers, targeted rays, and locked targets.
Colors overlap; read their priority together:
- The resolved personal/cloud list relationship selects blacklist or whitelist colors.
- Other players receive base colors according to downed state, partner marker, AI classification, and visibility.
- Historical-stat danger highlighting changes information text, not the whole skeleton.
- Current official markers may apply a dynamic information color.
- Local bone visibility and lock coloring determine the final individual segment colors.
For readability, choose strongly contrasting visible and occluded skeleton colors. Set text colors for the background where they will appear. Alpha in the color editor also affects visibility. Use text size to make text smaller and alpha to make color fainter; these are different adjustments.
Skeleton style and detail#
Open Advanced → Player Skeleton Style.
| Setting | Options and default | Actual display |
|---|---|---|
| Draw player skeleton | On | Same master switch as Player Skeleton in Player ESP. |
| Skeleton style | Stick figure / Bone model; default Stick figure | Stick figure connects bones with thin lines. Bone model uses wider translucent bone segments, joint dots, and a torso region. |
| Skeleton count | Basic 10 / Full 19; default Full 19 | Selects the detail level used for current bone acquisition and drawing. |
Bone Model is a display style built from acquired bones. It is not a complete player skin, clothing model, or game mesh. Selecting it does not require player-model files on the web viewer. Distant bone models scale according to projected height to prevent far players from becoming oversized blobs.
For constrained devices or crowded scenes, try Basic 10 before reducing player and shared sampling ranges. Use Full 19 for more pose detail. Allow new samples to arrive after switching detail, then inspect actual publication rates and the display; a selected setting does not prove an accepted sample count.
Historical-stat source and danger information color#
Player Stats Source determines the statistics used for text and danger thresholds. The choices are:
- Highest Ranked.
- Ranked Solo, Duo, or Squad TPP.
- Ranked Solo, Duo, or Squad FPP.
- Normal Solo, Duo, or Squad TPP.
- Normal Solo, Duo, or Squad FPP.
The existing Chinese label “最高竞技段位” means Highest Ranked in the UI, but the current selection compares available API KD/KDA values between ranked modes and chooses the highest value. It does not select by highest rank points. When ranked KD is unavailable, the selection tries the highest available normal-mode KD. An explicitly selected ranked team size and perspective falls back to the corresponding normal team size and perspective when KD is missing; it does not silently change Solo to Squad.
Previous Season Fallback is on by default. Available current-season data is retained; previous-season data is a backup for missing current data. The display does not mix current-season rank, previous-season KD, and another mode's average damage into one summary.
| Danger information setting | Default | Range | Rule |
|---|---|---|---|
| Danger KDA | 2.0 | 0.0–20.0 | Available KD/KDA greater than or equal to the threshold triggers the danger information color. Zero disables this criterion. |
| Danger average damage | 300 | 0–2000 | Historical average damage from the selected source greater than or equal to the threshold triggers the color. Zero disables this criterion. |
| Danger blacklist count | 0 | 0–1000 | A known public blacklist count strictly greater than the threshold triggers the color. Zero disables this criterion. A personal whitelist takes priority. |
| Dangerous-player information color | Red | RGBA | Changes information text, not skeleton color based on historical statistics. |
KD/KDA and average-damage checks are alternatives: either reaching its threshold is sufficient. Both do not have to pass. Missing data is neither zero KD nor a dangerous-player signal. KD [--] indicates no usable value. KD* marks a value derived from kills and lost rounds when the API does not provide actual death counts. KDA marks an API-provided KDA value.
The player's current-match cumulative damage, historical average damage, and floating cumulative-delta estimates are three distinct data types. Changing one display switch does not rewrite the other data.
Information and display hotkeys#
| Action | New configuration default | Behavior |
|---|---|---|
| Battle mode | Backtick, usually below Esc | Toggles battle mode. Pauses world item, vehicle, and package drawing while keeping player-related drawing. |
| Information switch | F8 | Toggles overlay status information. |
| Show teammates | F1 | Toggles teammate filtering. Also inspect teammate-related options on the Aim page. |
| Player list | U | Shows or hides the current-match player list. |
| Item visibility | F1 | Toggles item ESP. |
| Vehicle visibility | F4 | Toggles vehicle drawing. |
| Airdrop visibility | F5 | Toggles airdrop drawing. |
| Death box visibility | F6 | Toggles death box drawing. |
Both Show Teammates and Item Visibility use F1 in a new configuration. When multiple actions share a key, the current hotkey handler executes all registered actions. One F1 press can therefore change teammate filtering and item visibility together. Assign different keys and save instead of treating this as random switch failure. Refer to the hotkey chapter for chord and binding operations.
Item ESP and inventory filtering#
Open Item ESP. The normal workflow is to enable the master switch, select individual items, set the display distance, and then choose icons and filtering.
Main controls and defaults#
| Control | Default | Range or meaning |
|---|---|---|
| Item ESP | On | Item acquisition/display master switch. Turning it off clears the current item display. |
| Item combination | Off | Groups items whose projected locations are close into combined information. It does not merge inventory or pick up items. |
| Accessory filtering | On | Hides matching ground accessories based on attachments read from the currently held weapon. It does not automatically select the best attachment. |
| Show icons | Off | Enables item icons. Items without an icon have a text fallback path. |
| Item visibility hotkey | F1 | Toggles the item master switch, not old A/B/C/D group modes. |
| Item distance | 50 m | Main panel 0–500 m; shortcut 10–500 m. |
| Item font/icon scale | 13 px | 1–40. This scale affects text and icons. |
| Item color | White | Color for the current unified item selection. |
| Enable, in the quantity-filter group | On | Hides items whose inventory quantity reaches the configured limit. Separate from the Item ESP master switch. |
Player ESP → Independent Display and Size → Items also provides Show Item Distance and Icons Plus Text. Distance is on by default; icons plus text is also on. With Show Icons disabled, the renderer uses text. To show icons and labels, enable both switches. For compact icon mode, disable Icons Plus Text.
Seventeen categories of individual selections#
The catalog is split into Assault Rifles, DMRs, Sniper Rifles, Shotguns, SMGs, LMGs, Handguns, Medical Items, Equipment, Muzzles, Grips, Magazines, Stocks, Scopes, Ammunition, Throwables, and Other. Click the square beside a specific item. A filled square includes it; an empty square excludes it.
The current version uses one include/exclude list. Old groups are normalized into selected items rather than being switched through A/B/C/D hotkeys. A new configuration preselects certain common weapons, attachments, equipment, throwables, and keys; it does not select every item. When an item is absent, find its category and verify its individual selection.
The catalog defines filtering; it is not a live list of ground items. A selected item still requires acquired game data, the master switch, a distance within range, no quantity/attachment exclusion, and a display state where battle mode or locked-target policy is not temporarily hiding it.
Quantity limits#
Quantity sliders in the main Item ESP panel range from 1 to 8. Advanced → Smart Item Configuration edits the same values with plus/minus buttons over 0–999. Values at both entries remain shared. The unit is item count, not meters, percentage, or backpack capacity.
| Item | New configuration threshold |
|---|---|
| First aid kits | 4 |
| Bandages | 0 |
| Painkillers | 5 |
| Energy drinks | 5 |
| Medical kits | 0 |
| Adrenaline syringes | 0 |
| Frag grenades | 4 |
| Smoke grenades | 4 |
| Molotovs | 0 |
| Flashbangs | 0 |
| Blue-zone grenades | 0 |
For example, a first aid threshold of 4 hides matching ground items when the read inventory record reaches 4. This reduces additional collection prompts. It does not discard existing kits or automatically collect the first four.
Zero is not unlimited. Once that type has a read inventory record, its count meets a threshold of zero. To keep seeing that supply, disable quantity filtering or raise its threshold in Advanced.
Item data updates periodically. Picking up, dropping, or switching a weapon does not guarantee that every filter updates in the same render frame. When an item remains hidden after a filter change, turn the item master switch off and on to rebuild the cache, then recheck selection, range, and battle mode. Restore the complete Assets folder for missing icons; increasing font size does not repair missing image files.
Practical item combinations#
- Nearby resupply: retain medical items and currently needed attachments, use a short range, and enable distance labels and quantity filtering.
- Initial landing: check needed weapon, ammo, and basic-equipment categories. Temporarily disable quantity filtering so retained thresholds do not hide supplies.
- Dense loot: enable Item Combination. If the display remains crowded, reduce range and deselect unnecessary items.
- Fully attached weapon: keep Accessory Filtering; matching installed attachments enter the hidden list. After switching weapons, allow the new weapon data to refresh.
- Looting death boxes: enable the box's contents and select the desired individual items on the Item ESP page. Box contents do not bypass the selection catalog.
Vehicles, airdrops, and death boxes#
These three modules have separate switches, hotkeys, distances, and text sizes. They are not controlled by the player ESP master switch. Battle mode, cursor operation, and an active target lock can temporarily hide world items, vehicles, and packages according to display policy.
Vehicles#
Open Player ESP → Vehicle ESP.
| Field | Default | Range or meaning |
|---|---|---|
| Show vehicles | Off | Master switch; default hotkey F4. |
| Vehicle health | On | Draws current health as a fraction of maximum health when a valid positive maximum is available. |
| Vehicle fuel | On | Draws a fuel ratio when a valid positive maximum is available. |
| Vehicle distance | 600 m | Main panel 0–1000 m; shortcut 50–1500 m. |
| Vehicle font | 14 px | 1–28. |
| Vehicle color | Green | Name/distance text color. |
| Vehicle health color | Red | Health bar color. |
| Vehicle fuel color | Green | Fuel bar color. |
The shortcut label Vehicle Durability shares the Vehicle Fuel field. It is not separate tire durability, part durability, or armor durability. Invalid health/fuel data is not represented by invented full bars. World vehicle drawing and main/mini-map vehicle markers have separate switches; enable both for both views.
Airdrops#
Open Player ESP → Airdrop ESP.
| Field | Default | Range or meaning |
|---|---|---|
| Show airdrops | On | Master switch; default hotkey F5. |
| Show airdrop items | On | Lists acquired contents selected in the item catalog below the title. |
| Airdrop distance | 1000 m | Main panel 0–1000 m; shortcut 50–1500 m. |
| Airdrop font | 14 px | 1–28. |
| Airdrop color | White | Title and distance color. Selected contents use the item color. |
A title without content rows calls for checking Show Airdrop Items, individual item selections, and whether package contents have refreshed. A title does not prove all contents have been acquired. Airdrop icons belong to client world/map drawing and do not require switching to the web radar.
Death boxes#
Open Player ESP → Death Box ESP. The existing display wording may also appear as “骨灰盒” or Ash Box.
| Field | Default | Range or meaning |
|---|---|---|
| Show death boxes | Off | Master switch; default hotkey F6. |
| Show items | On | Lists acquired contents that are selected in the item catalog. |
| Death box distance | 100 m | Main panel 0–200 m; shortcut 10–500 m. |
| Death box font | 14 px | 1–28. |
| Death box color | White | Title and distance color. |
For crowded boxes, reduce range before reducing font size or disabling content rows. Retain titles for positioning. Contents usually use a font one pixel smaller than the title. Extremely small values such as 1 px make information unreadable and are not a useful crowding fix.
Main map and mini map#
These marker groups overlay the game's own main and mini maps. Positioning follows acquired map visibility, placement, zoom, and world-origin transformation. They are separate display locations from the independent 3D web radar.
Controls in each map group#
| Control | Default | Effect |
|---|---|---|
| Players | On | Team/AI markers, facing direction, and player-state markers. The local player is not duplicated as an ordinary external player. Teammate drawing also follows teammate filtering. |
| Vehicles | On | Icons for acquired vehicles. |
| Airdrops | On | Markers for acquired airdrops. |
| Death boxes | On | Acquired box markers; available through Independent Display and Size. |
| Rooms | On | Special rooms at configured coordinates for the current map, not a real-time floor scan of every building. |
| Main map icon scale | 12 | Main panel 1–20; shortcut 8–30. |
| Mini map icon scale | 10 | Main panel 1–20; shortcut 8–30. |
Enable the required marker type, open the game's main map or observe the mini map, then adjust icon size for density. Use the shortcut entry for death boxes and special rooms. Main-map markers do not float on the screen independently when the game map is closed.
When the game main map is open, map drawing takes the place of projected world players. Closing it restores player projection. Mini-map objects are clipped according to the acquired mini-map range; increasing player ESP distance does not force out-of-range objects onto the mini map.
AI marks identified bots; ordinary player markers usually show team numbers and facing. The renderer retains T/S friend/shared-position markers with expiry, map matching, and deduplication. In the currently matched source, the legacy cloud position submission has field-type incompatibilities with the server, so these markers do not establish working friend-position sharing. Use the independent 3D web sharing radar for current sharing; treat the two paths separately.
For missing icons, restore complete client image resources. For a global marker offset, check game map/resolution state and valid sampling, then close/reopen the map. Icon size is not a coordinate-calibration tool.
Throwable display and timers#
Open Advanced → Raycast Throwable Trajectory. This section covers drawing; target selection, trajectory solving, and release operations belong to the throwable-operation chapter.
| Display control | Default | Effect and range |
|---|---|---|
| Explosion hints | On | Master switch for acquired throwable name/distance hints. |
| Grenade trail | On | Draws the historical path actually observed for a thrown grenade, not a future path before release. |
| Explosion range | On | Controls the reference-range circles for thrown grenades and C4, with approximate radii of 3.8 m and 16 m. The future landing point for a held throwable is controlled separately by Show Predicted Landing Point and currently uses a fixed yellow circle. |
| High-throw guidance | On | Draws reference guidance for targets in certain distance bands. This is separate from future-trajectory solving. |
| Text timer | On | Displays remaining cooking time for the local player's held throwable. |
| Cook timer | On | Local cooking-timer master switch. |
| Bar timer | On | Displays cooking time with a center dashboard-style indicator. The Chinese “blood bar” label does not mean target health. |
| Trail thickness | 6 px | 1–12. |
| Font size | 14 px | 5–20. Base timer font; center numbers use an enlarged size. |
| Hint color | Red | Local timer/hint color. |
| Historical trail color | Pale yellow with transparency | Historical color, separate from predicted-trajectory color. |
Future trajectories are controlled by Enable Automatic Trajectory in the general/collision throwable group. Historical paths are controlled by Grenade Trail here. Enable both to see both. Disabling one does not automatically disable the other.
Local cooking timers require a held throwable with a valid elapsed cooking value. Text and dashboard timers have separate switches; disabling both produces no cooking-timer drawing even when the master is on. Grenade time uses the current configured fuse duration; flashbang timing uses its corresponding branch. The displayed number is calculated from acquired data and does not replace the game's operation state.
Historical trails connect observed points. Disappearance, leaving valid display, disabling the throwable display, or changing match ends that trail segment. A reappearing projectile does not bridge an unobserved gap. A trail stopping is not proof of an observed explosion; it may have left the range or lost sampling.
Thrown-grenade reference circles currently use approximately 3.8 meters in radius and C4 approximately 16 meters. They are visual references, not equal-damage guarantees for everyone inside. High-throw circles near players are distance-band guidance and must be distinguished from collision-solved future trajectories and automatic-release conditions.
Floating damage feedback#
Open Advanced → Floating Damage Configuration. The current version estimates attribution from increases in local cumulative damage. A leading tilde, “~”, explicitly marks that estimate.
For example, ~23 means an observed cumulative increase of about 23 was attributed to one recent candidate. It does not confirm that one particular bullet dealt exactly 23 damage. Target health-bar drops are not used to infer this feedback.
Settings#
| Control | Default | Range | Use |
|---|---|---|---|
| Enable floating damage | On | On/off | Enables the current cumulative-delta feedback. |
| Maximum font | 18 px | 7–64 | Larger damage values approach this size. |
| Minimum font | 7 px | 6–48 | Smaller values approach this size. |
| Display threshold | 5 | UI 0–100 | A delta at least this large is displayed. |
| Duration | 1500 ms | 100–5000 | Upward/fading animation lifetime. 1500 ms equals 1.5 seconds. |
| Color | Pink | RGBA | Alpha fades during the animation. |
Maximum font must be at least minimum font; the current UI normalizes the relationship. Raising minimum font above the previous maximum also raises the maximum. Font size is not a one-to-one damage number; a delta around 100 approaches the maximum size.
Conditions for feedback#
- Local cumulative damage produces a valid positive increase.
- A current/recent candidate from roughly the last 500 ms permits unique attribution. Missing candidates are not replaced by guessed victims.
- A grenade-release context from roughly the last 6 seconds provides at most one candidate. Multiple potential victims in the candidate region, or conflicting aim/grenade candidates, cause attribution to be skipped. Grenade increases are not automatically assigned to whoever is currently under the crosshair.
- The target remains in acquired player data, projects onto the screen, and the delta reaches the threshold.
No floating number does not prove no damage. Ambiguous attribution, a high threshold, a target leaving the screen, or delayed data can skip a display. Reducing the threshold to zero admits smaller valid increases; it does not create missing targets or exact per-shot events.
Changing match or returning to the lobby clears the animations and attribution baseline. Cumulative damage resetting to zero is not treated as negative damage or a new hit.
Normal Advanced controls, performance figures, and model use#
DMA Optimization controls available to normal users#
Metadata/Weapon Target defaults to 30 Hz and ranges from 5 to 120 Hz. It controls the requested refresh rate for player text metadata, weapons, and related information. It is not the render FPS or web radar send frequency.
- Open Advanced → DMA Optimization.
- Read the metadata target and adjacent Published figure.
- Increase gradually when names/weapons refresh too slowly and the device has capacity. Reduce it under device pressure to leave time for body position and bone batches.
- Observe actual Published rates instead of assuming they must equal the target.
- The acquisition value is saved after editing ends. Restore Acquisition Defaults restores and saves default acquisition settings.
The player Acquisition Target control is fixed/disabled for normal users. Its value is a target rate, not proof of an achieved physical DMA success rate. It is not a normal-user slider for choosing an arbitrary Hz value.
DMA Executions counts cumulative execution calls. Requested KB and Completed KB measure player verification-batch bytes, while the execution count also includes standard scatter reads. Dividing those byte figures by all execution calls does not establish a uniform packet size or universal read success.
Render FPS, actual player publication Hz, metadata publication Hz, and radar sending Hz are four different numbers. A display at 144 FPS does not establish 144 player samples per second. Radar at 30 Hz does not establish 30 new bone samples from the publisher. Identify which rate is limiting the result before adjusting its corresponding controls.
Status information#
Status Information toggles overlay status text. Footer Rotation Marker toggles the small rotating mark in the menu footer. Both are on by default. Hint Color selects the status-information color.
Hint Font ranges from 10 to 32 px and shares the player Information Size field. It is not a fully independent status-text size. Some current status text has fixed layout sizes; do not expect this slider to enlarge the footer, every status message, and every menu label together.
The footer displays the map, player, PID, scene, sampled player count, model-loading state, and cloud-model mirror, with host load at the right. Names, maps, or figures showing waiting/-- before a valid match are normal. “Account cumulative reports: --” is currently placeholder text and is not an acquired total report count.
Using normal scene-model consumers#
Scene models remain on the computer running the client. The service mounts relevant regions according to the current map, location, and configured source for supported scene occlusion checks. Keep the delivered directory/resources intact and maintain connectivity to the model service.
- Keep the complete client directory. Do not move the executable away from its resources.
- After joining a valid match, inspect the footer's map/model state and allow time for the current region to load.
- With a license supporting visibility, enable the player visibility settings and choose contrasting visible/occluded colors.
- Uncovered geometry remains unknown evidence and follows the default visible display policy. Green does not prove complete scene coverage.
- Web sharing uses bones and positions; the web-server package does not require the client's map meshes, player meshes, or real-time model directory.
Bone Model is a player bone drawing style. Scene Models provide local occlusion evidence. The first draws without a complete player-skin model download; missing scene geometry is not recalculated by the web viewer's new camera. Image assets, acquired bone data, and scene geometry are separate dependencies. Restoring an icon does not restore missing scene geometry.
Displayed or reserved items in the current interface#
The following normal-user interface entries do not have a separate effective runtime control or completed implementation in the current version. They are documented to explain the interface, not promised as completed functionality.
| Normal interface item | Current behavior |
|---|---|
| Radar alert enable, distance, maximum range, and icon scale; shortcut Alert entry | Configuration is saved, but the active renderer does not consume this Early group. It does not create a separate circular radar alert. The bottom 200-meter text warning uses Player ESP → Danger Warning. |
| Main map scale / mini map scale | The value is saved but unused by active map projection. It is not a map zoom or coordinate-correction control. The game's own zoom still uses game controls. |
| Distant information simplification | Updates UI runtime state without an active player information simplification consumer. Use information distance and individual information switches to reduce text. |
| Fog filter | Reserved binding. Existing runtime logic decides actual fog filtering; this control does not introduce a new effective acquisition switch. |
| Smart Equipment, Mortar Aim Configuration, Coordinate Sharing Configuration, and other Pending Implementation groups | Reserved displays without a completed standalone configuration function. Use the independent 3D web sharing radar for current sharing. Legacy cloud position submission has incompatible field types, and the normal interface has no friend add/remove entry. |
| Frame generation / DLSS/FSR | Fixed disabled entries, not operable frame-generation or upscaling controls and not evidence of extra generated game frames. |
| 72-hour environment optimization and status | Fixed/status displays. The status table does not disable the corresponding host instruction sets and does not guarantee avoidance of penalties. |
| 24-hour anomaly optimization | A saved display-configuration field without an integrated anomalous-trajectory interception implementation. Its label is not a verified interception or safety guarantee. |
| Account cumulative reports: -- | Placeholder text without actual report-count data. |
Display combinations and troubleshooting#
Three useful display profiles#
| Goal | Adjustment sequence | What to inspect |
|---|---|---|
| Compact player display | Keep bones, names, teams, and distance. Disable unneeded levels, statistics, or weapon text. Reduce information range and select Basic 10 bones. | Nearby names/teams are readable; farther players within ESP range retain bones; world loot does not cover players. |
| Search supplies | Leave battle mode, enable items, select needed categories, verify quantity limits, and enable distance/combination. | Selected nearby supplies appear; types at inventory thresholds are hidden; unselected catalog entries are not emitted as a complete list. |
| Map planning | Open the game main map, enable players/vehicles/airdrops/boxes separately, adjust icon size, then close the game map. | Markers follow the game map; world-player projection returns after closing it. |
Observe changes in the same position and scene first. Changing maps, stream state, scopes, and multiple settings at once makes causes harder to distinguish. A saved control and valid game observations are separate facts; saving does not create game data.
Checks in order#
| Symptom | Check sequence and action |
|---|---|
| No player skeletons | Active match → valid camera → player ESP master → skeleton switch → ESP distance → main map open → Hide Locked Skeleton → valid sampling. |
| Names appear but some bone segments are missing | Acquired body position does not imply every bone was acquired. Wait for a valid new sample; inspect actual publication rate/detail. Missing points are not fabricated. |
| Bones but no information | Check the field's switch and information distance, then whether data is empty. Names, levels, kills, and damage have separate conditions. |
| Weapon text outside weapon distance | Check Information Distance and expanded current-target information. The three ranges are not mutually independent cutoff boxes. |
| Missing ammo text | Enable weapon icons and ammo → retain Assets → verify an ordinary firearm and valid ammo value. Throwables/special weapons omit ordinary ammo counts. |
| Everyone looks visible/green | Check license, visibility switches, and model coverage/loading. Unknown evidence follows default visible colors; green does not prove complete geometry. |
| Danger KDA does not recolor bones | The threshold changes information text, not bones. Check whether the selected historical source has data. |
| Teammate switch also changes items | F1 defaults to two actions. Assign different teammate and item keys and save. |
| A selected item is missing | Catalog selection → range → quantity limit → attachment filter → battle mode → lock/cursor display policy → valid item data. |
| Raising the quantity limit does not restore an item | The cache may retain hidden state. Turn Item ESP off/on, allow rebuilding, then recheck selection and range. |
| Airdrop/box title without contents | Enable contents → select the specific items → allow package refresh. A title does not prove full content acquisition. |
| Vehicle durability looks like fuel | The shortcut Durability label maps to fuel, not a third durability measurement. |
| Web radar works but client main map is empty | These are separate modules. Check game-map visibility, map-type switches, and image resources. |
| Radar alert does not produce a circular indicator | The reserved group has no active drawing consumer. Use the effective Player ESP Danger Warning for bottom text. |
| No floating damage | Valid cumulative increase → unique recent candidate → target on screen → threshold → master switch. Ambiguous multi-player grenade attribution is skipped. |
| Timer enabled but no number | Verify a held throwable and valid cooking time, then text/master timer switches. An uncooked throwable is not a continuously running countdown. |
| High FPS but slow player updates | Separate render FPS from published sample Hz. Inspect player/metadata Published figures, reduce ranges/information/detail, and observe again. |
| Changing one entry changes another | Multiple entries share the same field. This is expected linkage. Save one final configuration rather than treating shortcuts as second profiles. |
Roster Statistics: modes, seasons, and value sources#
Select the mode that matches your purpose#
Statistics Source under Player ESP → Information and Hotkeys controls the table summary. A new configuration defaults to Highest Ranked Tier, with Previous Season Backup enabled.
| Source option | Actual selection |
|---|---|
| Highest Ranked Tier | Compares valid displayed KD/KDA values across six ranked modes and selects the highest ratio. The current name does not mean sorting by rank points. |
| Ranked Solo TPP | Third-person solo ranked mode. |
| Ranked Duo TPP | Third-person duo ranked mode. |
| Ranked Squad TPP | Third-person squad ranked mode. |
| Ranked Solo FPP | First-person solo ranked mode. |
| Ranked Duo FPP | First-person duo ranked mode. |
| Ranked Squad FPP | First-person squad ranked mode. |
| Normal Solo TPP | Third-person solo normal mode. |
| Normal Duo TPP | Third-person duo normal mode. |
| Normal Squad TPP | Third-person squad normal mode. |
| Normal Solo FPP | First-person solo normal mode. |
| Normal Duo FPP | First-person duo normal mode. |
| Normal Squad FPP | First-person squad normal mode. |
Select Ranked Squad FPP to examine first-person squad ranked performance. Highest Ranked Tier can select different modes for different players, so it is not a comparison under one shared mode. KD and KDA supplied by a source have different meanings; the highest-value selection preserves their labels rather than converting KDA into KD.
Current season, normal fallback, and previous season#
- The software starts with the selected mode in the current season.
- A ranked mode without valid KD can fall back to the normal mode with matching team size and perspective. Ranked Squad FPP maps to Normal Squad FPP, rather than third-person solo.
- Highest Ranked Tier without valid ranked KD tries the highest valid displayed KD/KDA among six normal modes.
- When the current selection and its supported normal fallback have no usable statistics, Previous Season Backup allows available previous-season data.
- A valid current-season selection stays in use. The software does not choose previous-season statistics merely to obtain a higher number.
KD/KDA, rounds, and average damage come from one selected statistics record; they are not assembled from different modes. An available ranked tier retains ranked meaning. When normal fallback statistics appear beside an available ranked tier, inspect the KD tooltip or details to confirm the source instead of calling normal average damage ranked average damage.
Changing Previous Season Backup first changes the selection rule; missing records are then requested in the background. Network errors, pending service responses, or modes without records leave fields as --, Unranked, or another unavailable state. Toggling the control does not guarantee an immediately complete row.
Distinguish KD, KDA, and the asterisk#
| Display or tooltip | Specific source | Interpretation |
|---|---|---|
| KD / API KD | KD supplied directly by the statistics service | Follow that service field's definition. |
| KDA / API KDA | KDA supplied directly by the statistics service | Preserve its own statistical meaning rather than calling it KD. |
| KD / kills ÷ deaths | Calculated from available kills and deaths | The denominator is deaths. |
* or KD* |
Kills ÷ lost matches | A substitute ratio used when deaths are unavailable; the denominator is not deaths. |
-- / no KD data |
No valid value has been obtained | Unknown is not zero performance or proof of low risk. |
Keep the KDA or * marker when reading table values. Details also show KD, KDA, or KD* as appropriate. Confirm mode, season, and denominator before comparing these ratios.
Loading behavior and practical checks#
Statistics are fetched in the background during a match, and the table uses retrieved cached records. Temporary transport failures are retried. Closing and reopening the window is not a force-refresh action. The normal interface has no Refresh All Statistics Now button.
- Check whether the player's Kills and Damage show current-match information, separating a historical-data issue from an entirely empty row.
- Hover over KD/KDA to inspect source, season, and normal-fallback markers.
- Click the name to confirm the mode and season in details.
- Examine an explicit mode before comparing Highest Ranked Tier, distinguishing missing data from a different selection result.
- Enable previous-season backup when the selected current-season mode has no record, then allow background retrieval to complete.
- Persistent historical-data gaps across many players call for checking the software computer's network and statistics service. Increasing ESP distance does not retrieve missing service records.
Player Details: inspect one player's records#
Open, change, and close details#
- Find the target in the roster and click the name area.
- The Player Details popup shows clan/name, team, level, reputation, state, candidate latency, and current-match kills and accumulated damage.
- Open Statistics Data and select the required mode.
- Inspect the Ranked and Normal tabs. Ranked corresponds to ranked data and Normal to normal-mode data; selecting a different source adjusts the active tab according to its mode type.
- Read the mode, tier, KD/KDA, rounds, average damage, data source, and season identifier.
- Press Esc to close details. Details close when that player disappears from the current list. Click another player's name to examine that player.
The details selection is for the current inspection. Opening a new player starts from the main Statistics Source setting; it does not replace saving that main setting. When Ranked says no current ranked statistics are available and suggests Normal, open the Normal tab instead of describing normal fallback as ranked statistics.
State and missing fields#
| Details item | Meaning |
|---|---|
| Self | The currently identified local player. |
| Teammate | A member of the local squad. |
| Bot | An entry identified as a bot in the data. |
| Alive | An ordinary alive-player state. |
| Reputation: -- | The field is not currently available. |
| Latency candidate: N ms? | Candidate milliseconds decoded from a field, awaiting in-game comparison. |
| Latency: pending verification | The raw field encoding remains unconfirmed. |
| Source: Current Season | Selected current-season data. |
| Source: Normal Fallback | Normal-mode statistics used when the selected ranked mode lacks statistics. |
| Source: Previous Season | Previous-season backup selected because current data is unavailable. |
| Cloud Player Data: Unknown | No usable cloud profile for this display, not a total of zero. |
The latency question mark is a data-quality indicator. Describing 46 ms? as that player's confirmed official latency of 46 milliseconds exceeds the evidence currently available. Preserve its candidate meaning.
Blacklist and Whitelist: relationships and synchronization#
The three actions#
| Action | Meaning | Effect on other features |
|---|---|---|
| None | Remove your blacklist or whitelist relationship and return to ordinary state. | Restore ordinary target-selection rules. |
| Black | Mark this fixed game-player identity in your private blacklist. | Use blacklist information colors; the player still participates in normal aim/automatic-trigger target selection. |
| White | Mark this fixed game-player identity in your private whitelist. | Use whitelist information colors, suppress danger classification, and exclude the player from normal aim/automatic-trigger player targets. |
Relationships use the fixed game-player identity rather than the current display name. Each software account keeps its own relationships, while public blacklist count is a separate aggregate. A different software account does not inherit the previous account's list state as its own.
The Black button does not submit a report to the game, ban a target, or replace the game's block feature. Whitelist is target-selection protection inside this software. Other player identities, vehicle targets, and manual actions follow their respective rules.
Set, remove, and confirm a relationship#
- Confirm the client is logged in normally and the roster has valid player rows.
- Verify the name and team number. Open details first when names are similar.
- Click Black or White on the target row. The current choice is highlighted and underlined.
- Watch the list footer for synchronization in progress.
- Wait for synchronization to finish, then check the row's relationship again.
- Click None to remove a relationship and wait for cloud synchronization again.
- Relationships are stored through the cloud account. Sidebar Save Configuration is not the relationship submission button. For a check after restarting, use the same software account and wait for its data to load.
An immediate color change means the action entered the local pending queue; it is not confirmation that the server saved it. Pending actions are retried after connection failure. Repeatedly switching Black, White, and None does not speed up synchronization; the latest selection becomes the pending choice for that player.
Interpret synchronization messages#
| Footer message | Current meaning | Action |
|---|---|---|
| Blacklist/whitelist not ready | This click did not enter a valid relationship operation. | Confirm login, player identity, and cloud readiness, then click the target relationship. |
| Synchronizing blacklist/whitelist | Pending actions exist and the cloud currently has a connected state. | Wait for the response and check the row afterward. |
| Pending synchronization; connection failure will be retried | An action remains unconfirmed and the connection is currently failed. | Check the software computer's network and account state, then allow retries after recovery. |
| Blacklist/whitelist synchronized | No pending relationship operation is present. | Check the row and other cloud fields as well; this message alone is not proof of a new connectivity check. |
Before relationships are available, none of None, Black, or White may appear selected on a row. Wait for initialization; unknown and ordinary None are different states. Sidebar Restore Defaults does not bulk-delete the cloud account's relationships.
Danger Information: thresholds, colors, and priority#
Location and initial values#
These controls are under Player ESP → Information and Hotkeys. Danger conditions affect player-information display; they are not automatic ban or report decisions.
| Control | New configuration default | Control range | Condition |
|---|---|---|---|
| Danger KDA | 2.0 | 0–20 | Valid selected-source KD/KDA reaches or exceeds the threshold. |
| Danger Average Damage | 300 | 0–2000 | Valid selected-source average damage reaches or exceeds the threshold. |
| Danger Blacklist Count | 0 | 0–1000 | Known public blacklist count is greater than the threshold; equality does not count. |
| Danger Information Color | Follow the current color control | Color picker | Color used for dangerous-player information. |
Any matching KD/KDA, average-damage, or public-blacklist condition is sufficient. Setting one threshold to zero disables that condition, leaving the other two active. Missing statistics are not treated as zero and do not trigger danger by their absence.
Adjust the controls in order#
- Select Statistics Source first to establish which mode the thresholds evaluate.
- Set Danger KDA and Danger Average Damage, then inspect players with known statistics.
- Set Danger Blacklist Count above zero to use public blacklist count. A threshold of 10 matches 11, not 10.
- Choose a readable Danger Information Color.
- Check whether the target is already in your blacklist or whitelist, separating relationship colors from danger colors.
- Click Save in the sidebar.
Your whitelist takes priority and suppresses danger classification. Your blacklist/whitelist colors take priority over ordinary danger information colors; partner/official markers also have their own display priorities. The roster highlights dangerous rows in red, while world-player information uses the applicable configured color. Danger information does not change skeleton colors or line width; read skeletons through ESP colors and visibility rules.
Same-Match Software Markers and Report Estimates#
Read the same-match count#
The roster footer's same-match Pluto user count is the number identified by the cloud; unavailable data shows Unknown. A fixed game-player identity identified by the cloud receives a same-match software prefix before its name.
This count differs from Player Count: the former comes from cloud software-user discovery and the latter from the table's filtered rows. It is also distinct from squad size, web-radar viewers, and room connections. Ordinary users read same-match status through the name prefix and count.
The normal social actions are blacklist/whitelist relationships. There are no Add Friend, Friend Chat, or Invite Friend to Web Room buttons. Share a web-radar room through its own viewing link, as described in the standalone radar chapter.
Report labels refer to cloud estimates#
The software creates observations from available match events such as spectator changes and kills. The cloud applies estimation rules and aggregates them under the interface's existing report labels. These values are not official game report records, confirmed reports received by the game, or ban results. They do not prove that a particular player submitted a report.
Values depend on available events, continuous sampling, cloud processing, and software account state. Entering a match, interrupted sampling, unavailable cloud data, or a finished match can result in Unknown. Do not replace Unknown with zero; a known zero also does not mean nobody has ever reported the player.
Four time ranges and display locations#
| Range or display location | Actual meaning |
|---|---|
| Current-Match Report Estimate | Event estimates within the current software match session. |
| Today's Report Estimate | Estimates after the day boundary calculated using the client's submitted time-zone offset. |
| 7-Day Report Estimate | Estimates in a seven-day window ending at the current time. |
| Total Report Estimate | Estimates already stored by the cloud for that identity. |
| Two lines at the bottom of the overlay | Current-match and today estimates, requiring an active match and enabled overlay. |
| Roster's 7-Day Report column | Seven-day estimate for the player on that row. |
| Player Details | That player's seven-day and total estimates plus public blacklist count. |
| Main-menu footer “账号累计被举报:--” | A fixed placeholder, not connected to the cloud total above; -- is neither zero nor a verified report record. |
After death and entering spectator mode, the bottom estimates follow the currently valid viewed identity. Read your original identity separately from the player being watched. On a fresh spectator switch or unconfirmed identity, check names and Unknown states instead of attributing a prior target's numbers to yourself.
Handle changing numbers#
- Identify the display: main-menu placeholder, overlay bottom, roster column, or details.
- Confirm the local/viewed identity and selected player.
- Distinguish current match, today, seven days, and total rather than substituting one range for another.
- For Unknown, check match and network state and wait for recovery. Editing local settings does not create cloud records.
- For a maintainer review, provide the exact display location, player name, range, client version, and message text. Describe the number as an estimate, not official report evidence.
Cloud Map Dots versus Standalone 3D Web Radar#
Different display destinations#
| Item | Cloud same-match map-dot path | Standalone 3D shared web radar |
|---|---|---|
| Display | Desktop client's main/minimap | Browser page. |
| Presentation | Position dots, direction, and source letter | Skeletons, player information, and camera view. |
| Service | Cloud API used by client login | Separately deployed radar service program. |
| Viewing | Client consumes received same-match data | Open a radar-room viewing link. |
| Settings | Coordinate Sharing Settings is an unavailable placeholder | Working 3D Shared Web Radar settings under Advanced. |
Current cloud map-dot compatibility limitation#
This version retains cloud same-match position sending and map-consumer code, with a field-format compatibility problem between the current client and that API. This manual therefore does not present cloud map dots as a usable sharing procedure for this version. Coordinate Sharing Settings on the normal settings page has no editable room, key, or friend fields.
Use the standalone 3D web radar chapter's service packages, publishing settings, and viewing links to deploy the shared skeleton webpage supplied here. It runs separately from the older cloud map-dot path; the login backend is not the standalone radar service deployment.
Recognize the existing map-consumer markers#
The map consumer filters received positions by match, map, world context, valid coordinates, and freshness. It removes stale positions and skips the local player and players already drawn locally. Its existing symbols are a cyan T for a source marked as teammate by the sender and an orange S for other shared sources. These are not web-skeleton colors or friendship buttons.
The main map and minimap each require their corresponding visible map and Show Players control; the minimap also applies a distance limit. Turning on these map controls does not resolve the current cloud position API compatibility issue. They continue to control the client's local map display.
Notices and Reminders: display and dismissal#
Permanent notices#
Permanent notices delivered by the cloud appear in the available area of the main-menu title bar. Hover over clipped notice text to read it in full. No notice text appears when title space is insufficient or no notice is supplied. A separate notice settings page is not required.
Temporary notices and reminders#
Temporary notices and reminders appear in an Information popup. Long content wraps and can scroll in the message area. Read it, then click Confirm at the lower right or × at the upper right. Current social feedback remains visible for about eight seconds before automatic dismissal; network and other operation messages can use different durations.
The popup has focus and blocks background interaction, preventing menu clicks while reading. Pending messages are processed in order, and a new revision of the same notice can be shown again. The normal client receives service notices and reminders; it has no controls to create notices, configure friend reminders, or edit service notices.
Troubleshooting the Roster and Cloud Information#
Separate four kinds of data#
| Category | Examples | First checks |
|---|---|---|
| Current-match read data | Team, level, current kills and damage | Match, PID, player samples, and device state. |
| Historical statistics | Mode, KD/KDA, rounds, average damage, season | Statistics source, statistics service, and network. |
| Cloud social data | Relationships, public blacklists, report estimates, peer markers | Software login, cloud synchronization, and pending messages. |
| Standalone web-radar data | Room, publishing, camera, webpage skeletons | Standalone radar service, publishing state, and viewing link. |
One working category does not prove the other three are working. Current-match damage updating while KD remains -- calls for checking historical statistics. An open radar webpage with Unknown cloud fields calls for checking client social data.
Symptoms and specific actions#
| Symptom | Action |
|---|---|
| U does not open the list | Check the current Player List Key, conflicts with other functions, and valid hotkey input. Test visibility directly through the roster checkbox. |
| Roster remains after hiding the menu | It is an independent window. Use the current list key or disable the roster checkbox. |
| Dragging a name does not move the window | Drag the roster title; the name opens details. |
| Player Count is below the starting count | The window filters dead and invalid entries; it is not a starting roster or official counter. |
| Details close after a death | The player has left the filtered list. Examine players still shown. |
| Header clicks do not sort | The current window uses fixed team/name ordering without interactive header sorting. |
| Unranked appears alongside average damage | Normal fallback can provide statistics; inspect the KD tooltip and details. |
| Changing the source changes numbers | Different modes have different records. Highest Ranked Tier actually compares valid KD/KDA. |
| A value has an asterisk | Read KD* as kills ÷ lost matches and separate it from death-based KD. |
| Average damage is 300 but Damage is 100 | The average is historical selected-mode data; Damage is current-match accumulated data. |
| Latency keeps its question mark or pending state | This is candidate decoding, not a forgotten switch. Preserve its uncertainty. |
| Black/White changes color immediately | Wait for synchronization; the immediate display is the local pending choice. |
| Relationships remain pending | Check login and the software computer's network, keeping the intended choice while retries run. |
| A whitelisted player is excluded from normal aim | Whitelist protection is active. Click None and confirm synchronization to restore ordinary rules. |
| Blacklist count 10 does not match threshold 10 | The comparison is strictly greater; 11 matches that example. |
| Danger information changes while skeleton colors do not | Danger conditions affect information; skeletons follow ESP color and visibility rules. |
| Seven-day estimate is Unknown and the footer is -- | The seven-day profile is unavailable and the main-menu footer is a separate placeholder; neither means zero. |
| Bottom numbers change after spectating | Confirm the viewed identity and time range; the bottom follows the valid viewed player. |
| Same-match count differs from radar viewers | Client cloud identity discovery and radar-room connections are different counts. |
| Friend or coordinate-sharing buttons are missing | There are no normal friendship controls. Coordinate Sharing Settings is a placeholder; use standalone 3D radar for webpage sharing. |
| Map controls are on but no extra shared dots appear | The cloud position path has a compatibility limitation. Map controls retain local display duties; configure webpage radar through its standalone chapter. |
| An Information popup blocks the menu | Read it and click Confirm or ×, or wait for that message's duration to expire. |
Troubleshoot one category at a time and record exact fields and messages. Reconnecting hardware, selecting a historical mode, waiting for cloud synchronization, and restarting the standalone radar service solve different problems and do not replace one another.
Using throwable aim and future trajectories#
This chapter covers pre-throw preview, target selection, trajectory prediction, and automatic release. Observed trails after a throw, explosion-reference circles, and the central cooking timer are described under Throwable Display and Timing. These groups control different behavior; they are not multiple names for one switch.
A new configuration enables Enable Throwable Aim, Automatic Release by Flight Time, and Take Over Physical Left Button During Automatic Release. For the first familiarization run, turn Automatic Release by Flight Time off, observe a manual release, and enable automatic release separately afterward. When an existing profile is loaded, use the actual displayed state.
Automatic release does not require an enemy lock: a free preview along the current camera direction also enters release evaluation when its landing point, flight time, current grenade cooking state, and scene collision are valid. The direct stop switch is Automatic Release by Flight Time. The general aim master switch, whether a preview line is visible, and whether an enemy circle exists do not replace checking this switch.
Locations and the three operating states#
| Operation | Location | Purpose |
|---|---|---|
| Enable and automatic release | Aim Settings → Throwable Aim Configuration | Throwable aim, automatic release, physical left-button takeover, and related visible settings. |
| Target distance and FOV | Aim Settings → Aim Distance Configuration | Independent throwable target distance and screen selection window. |
| Camera adjustment speed | Aim Settings → Aim Speed Configuration | Throwable aim speed. |
| Future path, landing point, and release margin | Advanced Settings → General Grenade and Collision | Future preview, predicted landing point, text, and timing margin. |
| Thrown trails and ordinary timing | Advanced Settings → Raycast Throwable Trajectory | Observed thrown trails and the central cooking display; see the display chapter. |
| State | User action | Meaning of the display |
|---|---|---|
| Free preview | Hold and prepare a throwable, with the camera pointing toward the intended throw direction. | Predicts a path along the current direction. Hit Not Evaluated means this path has no assigned player-hit evaluation. |
| Target preview and aiming | Enable throwable aim, place a target inside its FOV and distance, hold the fixed left mouse button, and enter the game's throw-preparation state. | A valid solved path adjusts the camera toward its required launch direction. That direction does not necessarily point directly at the player's body. |
| Automatic release by flight time | Enable automatic release during either operation and satisfy its release conditions. | Compares cooking time with predicted flight time to select a release instant. Free preview also has this path. |
The current Missed license opens throwable features. An unauthorized or Full license does not acquire these permissions from its name. For disabled controls, check the active login license instead of changing the download channel or profile file.
First use: observe before enabling output#
- Enter an active match. Confirm valid camera and local-player state, and connect the controller using the device chapter.
- Open Aim Settings → Throwable Aim Configuration and turn Automatic Release by Flight Time off. To observe without software camera adjustment, also turn Enable Throwable Aim off.
- Open Advanced Settings → General Grenade and Collision. Enable Automatic Trajectory and Show Predicted Landing Point. Keep text at 18 px and use clearly visible line and text colors.
- Equip a throwable and enter normal throw preparation in the game. Start cooking using the game's controls; the software does not replace these game actions.
- Change the camera direction slowly and observe the path and High Throw/Low Throw text. After switching throw mode in the game, wait for the text to update. Stop relying on the previous path while the mode is stale.
- A normal preview shows a path, distance, and mode. A valid future landing point shows a yellow landing circle. --m, Mode Unknown, or Waiting for High/Low Throw Pose means that part of the input is incomplete.
- Complete a manual throw and compare the path direction with the actual launch. The reference path is an estimate; a visible curve does not verify all terrain or every weapon.
- For target aim, enable Enable Throwable Aim afterward. Begin observation with the new-profile defaults of 100 m distance, 180 px FOV, and 20% speed. A target still needs a valid selection window and fresh position samples.
- For automatic release, use a supported controller from the table below, check the switches, preparation state, and cooking time, then enable Automatic Release by Flight Time separately.
Verify four results separately: the preview refreshes, mode text matches the game, the camera adjusts with a valid target path, and the game actually completes the throw. A line does not prove camera movement, and a controller command does not prove a game throw.
Target window and camera speed#
| Control | New-profile default | UI range | Meaning and use |
|---|---|---|---|
| Enable Throwable Aim | On | On/off | Enables target aiming. Valid throw preparation, a current target, and a solved path remain prerequisites. Free preview can remain visible after it is turned off. |
| Throwable Aim Distance | 100 m | 1–300 m | Maximum player-target selection distance. This differs from thrown-projectile display distance and does not guarantee a reachable throw. |
| Throwable Aim FOV | 180 px | 1–1500 px | Target-selection radius from screen center, in pixels. It is not a camera angle or explosion radius. |
| Throwable Aim Speed | 20% | 0–300% | One value controls horizontal and vertical adjustment. Global speed modifiers, acceleration, and smoothing also affect final camera movement. |
Increasing FOV expands candidate selection; it does not restore missing bones, bypass distance checks, or create a solvable trajectory. Increasing aim distance does not increase launch speed. Throw modes have different paths and reachable distances, so Within 100 m is not a guarantee of a valid hit.
The throwable target point currently prefers a valid head bone, then forehead. It does not inherit arbitrary body-part selection from the firearm page. The general aim switch still affects camera-movement output; automatic release has its own feature gates. Stopped camera movement does not establish that release has stopped.
Upward camera movement is part of solving the launch direction. The software aims toward the initial-velocity direction. An unsolved path, unknown scene collision, or a significant target/camera change does not fall back to directly aiming at the enemy's body. A free preview of the current direction can remain visible while camera control waits for a valid solution.
Fast target movement changes a previously calculated path. The current throwable solver uses the acquired target point and does not guarantee full velocity lead for moving targets. Predicted Hit is not final confirmation for a continuously moving player.
Fixed lock button and throw mode#
Target locking uses the fixed left mouse button. The game must also be preparing a throw without having started the throw. Holding the button in a menu is not throwable control activation.
Switch between high and low throw with the game's own binding. The software reads the actual throw state and selects its reference model. The UI's High/Low Throw Switch Key defaults to the right mouse button and records button state; it neither rebinds the game nor replaces the actual pose with the configured value.
Toggle Key defaults to G and is currently a saved retained field, without a runtime connection to the throwable enable switch. Click Enable Throwable Aim to enable or disable aiming, and click Automatic Release by Flight Time to stop automatic release. A state that does not change after G is not evidence of a keyboard failure.
Future path and landing-point settings#
| Control | New-profile default | Range or display | Current effect |
|---|---|---|---|
| Enable Automatic Trajectory | On | On/off | Controls the held throwable's future preview. It differs from the observed-trail switch. |
| Show Predicted Landing Point | On | On/off | Displays the current yellow reference circle for a valid landing point. It does not invent a circle for missing landing data. |
| Release Safety Margin | 50 ms | 0–500 ms | Margin in release-time calculation. With all other inputs equal, a larger value requests earlier release. |
| Predicted Trajectory Color | Orange | RGBA | Future path color. Current line width is fixed at approximately 2 px. |
| Predicted Text Color | White | RGBA | Preview status and additional timing-line color. |
| Predicted Text Size | 18 px | 8–48 px | Preview status and additional timing-line size. |
| Predicted Landing Color | Current reference-range color | RGBA | Currently changes the thrown grenade/C4 reference-range color. The held throwable's future landing circle remains fixed yellow; the label and effect differ. |
The yellow future-landing circle currently uses an approximate 3.8 m reference radius. A free preview can also show an approximately 20 cm red circle at the first collision. This is a collision marker, not another 3.8 m damage area.
Predicted Landing Color and Predicted Trajectory Color change different content. A yellow future-landing circle remaining yellow after the former is changed is current behavior; inspect the reference ranges around thrown grenades/C4 instead. Observed-trail width and color are adjusted under Raycast Throwable Trajectory, separately from the preview color and fixed width here.
Direct paths, bounces, display, and release use the current solved result. Bounce preview depends on available collision geometry. The ordinary UI currently has no independent controls for bounce count, restitution, friction, integration step, or fuse length. Legacy profile fields do not establish that these controls exist on the current page.
Reading preview text and reference marks#
| Text or display | Meaning | Next action |
|---|---|---|
| Numeric distance such as 35.2m | With a target, launch-origin-to-target distance; in free preview, predicted origin-to-endpoint distance. | Identify target preview versus free preview before interpreting it. |
| --m | Insufficient valid distance data. | Wait for current throwable/camera samples; do not read it as zero. |
| High Throw / Low Throw | Acquired actual throw mode. | Compare with the game and wait for a new preview after changes. |
| Mode Unknown | The current mode is unconfirmed. | Stop relying on an old path and recheck preparation state. |
| Hit Not Evaluated | No player-hit evaluation is assigned to this path. | Interpret it as current-direction preview. This state does not prove automatic release is off. |
| Predicted Hit | The reference model's path reaches near the selected target point. | Check cooking state and target movement. It remains a prediction. |
| Predicted Miss | The target path does not meet valid hit conditions. | Adjust target, direction, mode, or wait for new data. More visible colors do not alter the solution. |
| Waiting for Current Throwable Read | The current origin or throwable state does not meet solver conditions. | Check the active weapon and acquisition state in an active match. |
| Waiting for High/Low Throw Pose | Valid throw-pose evidence is unavailable. | Wait for new state; pressing the right button does not prove pose confirmation. |
| Target or Camera Changed, Waiting to Resolve | The target, camera, or input changed during solving, invalidating the old result. | Slow camera operation and wait for a valid new path. |
| Restoring Physical Left Button | Input restoration after automatic release remains in progress. | Stop further automatic throws, disable automatic release, and follow device recovery. |
| An origin marker without a full curve | The available path may contain one valid point. | Check scene and acquisition. Do not imagine a line from that marker to the enemy. |
Some waiting states invalidate old results, so the visible preview can temporarily disappear instead of keeping every waiting message on screen. Match/weapon changes, the game mouse menu, and death also change display and control eligibility.
Reading the additional timing line#
The additional timing line appears below preview status while the local player still holds and prepares the throwable, throwable aim is enabled, and the current frame is fresh. It differs from the central cooking gauge. The retained Countdown Master setting below does not currently control it.
| Field | Unit | Meaning |
|---|---|---|
| Cooked | Seconds, two decimals | Acquired cumulative cooking time. |
| Fuse Remaining | Seconds | Configured fuse time minus cooking time, displayed at or above zero. |
| Predicted Flight | Seconds | Estimated duration of the current valid path, not elapsed flight. |
| Release Wait | Seconds | Remaining wait calculated from valid fuse and flight inputs, not target distance. |
| Release At | Seconds | Calculated cooking time at which automatic release is requested. |
| Time to Release | Seconds | Remaining wait until that calculated release point. |
| -- | Unknown | The sample or solved value is invalid. It does not mean zero seconds. |
| Release Waiting for Path or Cooking Sample | Status text | Automatic release is enabled but current trajectory/fuse/cooking data cannot provide a valid release time. |
A new configuration currently uses a 5-second reference fuse. This is an estimated-model configuration, not a field-verified 5-second fuse for every throwable. Timed automatic release currently targets grenades; it is not a general automatic-fuse feature for flashbangs, Molotovs, blue-zone grenades, or C4.
How release time is calculated#
Automatic release uses current cooking time and this path's flight duration. It does not mean release immediately when an enemy appears. The current timing relationship is:
Planned cooking time = Reference fuse - Predicted flight - Release safety margin
Remaining wait = Maximum(0, Planned cooking time - Current cooking time)
Example: a 5.00-second reference fuse, 2.00-second predicted flight, and 50 ms (0.05 seconds) margin produce release at 2.95 seconds cooked. At 2.40 seconds cooked, approximately 0.55 seconds remain. Reaching 2.95 seconds enters command evaluation when the other gates also pass.
Changing the margin to 150 ms moves release to 2.85 seconds with the same fuse and path, 0.10 seconds earlier. It does not increase flight speed or extend the fuse. Current calculation does not automatically add the controller benchmark result as latency compensation; the margin does not mean every controller has been precisely calibrated.
Current cooking time plus predicted flight exceeding the fuse means the estimated window is already late. The code still treats the release point as reached; further waiting does not repair the missed instant. Actual game preparation, cooking, and throwing state take precedence over display text.
Conditions that automatic release requires together#
| Condition | User check | Behavior when missing |
|---|---|---|
| Valid feature permission | The active license opens throwable features. | Controls are disabled or runtime control stops. |
| Feature switches enabled | Enable Throwable Aim and Automatic Release by Flight Time are both on. | No automatic release command from this feature. |
| Supported timed grenade | The current weapon is a grenade; do not substitute another throwable name. | No fuse-timed automatic release for that item. |
| The game is preparing a throw | Preparation has begun and throwing has not started. | The previous preparing state is not retained as release authority. |
| Valid cooking time has started | Cooked time is a valid positive value, not unknown or stale from another weapon. | Waits for valid cooking data. |
| Fresh, matching input identity | Match, player, and weapon still match the sample used for the decision. | Old state is rejected. Current throwable-input age budget is 50 ms. |
| A release-eligible path | A valid target path, or a free preview with a valid landing point. Unknown scene collision is ineligible in both cases. | Preview or waiting state remains; an unknown path cannot trigger release. |
| The calculated release point is reached | Remaining wait has reached zero. | Waits for another valid evaluation. |
| Connected controller supporting this release | Check type, physical button state, and takeover using the table below. | Invalid output is not reported as a completed throw. |
The target/camera solution is also rechecked for age and change. Current target bones must be approximately within 200 ms and camera data within 100 ms. Significant camera movement, target displacement, or leaving the selection window requires a new solution. Increasing a menu refresh setting does not bypass these validity checks.
One release session makes at most three attempts, separated by approximately 40 ms or more. These attempts wait for observable state changes; they do not represent three confirmed game throws. A device response and the game leaving preparation/entering throwing are separate evidence.
Controllers, physical-button takeover, and recovery#
| Controller | Physical left button still held | Physical left button already up | Use |
|---|---|---|---|
| KMNET | Supports short physical-button takeover when enabled and successfully established. | Sends an ordinary left-button-up command. | Current supported path for automatic release while physically held. |
| Serial KMBox | Does not perform held-physical-button automatic release. | Attempts to queue a release command, without complete device confirmation. | Connected does not imply physical-takeover support. |
| Lurker | Does not perform held-physical-button automatic release. | Calls release without complete device confirmation. | Observe actual game state separately. |
| MoBox / other types | No release-output branch for this feature. | No release-output branch for this feature. | Support for ordinary movement does not establish automatic-release support. |
KMNET takeover begins at the calculated release instant, not throughout the cooking period. Restoration observes throwing, the end of preparation, physical button-up, weapon or match changes, and uses an approximately 300 ms takeover deadline with cleanup retries.
Turning a feature switch off stops subsequent automatic-release commands. It does not retract a sent command or a throw already started by the game. An acquired takeover continues through its independent restoration or retry handling; clearing a checkbox does not establish that the device has already recovered.
These mechanisms do not eliminate uncertainty after power loss, network interruption, or a disconnected device. For Restoring Physical Left Button or abnormal physical-button behavior: disable Automatic Release by Flight Time → stop triggering further throws → reconnect KMNET in the software → verify physical down and up both work normally → repeat a manual output check.
Do not read Command Sent, Device Reply Successful, or a disappeared curve as Game Throw Completed. Completion is assessed from the game entering throwing, leaving preparation, and the visible grenade leaving the hand.
How scene models affect prediction#
Future trajectories use a reference throw model and acquired scene geometry. Dynamic objects, terrain, and static-structure coverage affect walls, floors, and bounces. A completed model load does not establish coverage of every segment required by a throw.
The current path also estimates ground height from player feet or the root. This supports reference drawing but does not fill missing wall, floor, cliff, slope, or dynamic-object geometry. A ground-estimated path does not imply complete real terrain.
With unknown scene collision, the software may still draw part of an estimated path or an origin marker. Such a path cannot currently trigger automatic release or valid target-path camera control. Restore the current map model, wait for valid samples, and check previews near obstacles before restoring automatic output.
The reference model helps inspect the current path; it does not promise field calibration for every throwable speed, pose, terrain type, and bounce. Around slopes, multiple floors, window/door edges, and moving obstacles, verify display, control, and actual launch separately.
Visible retained settings#
These ordinary controls remain visible and saved, but current reference preview does not consume them to control the corresponding display. They are listed so visible behavior is understandable; a present control is not proof of a connected feature.
| Visible setting | Default | Current behavior |
|---|---|---|
| Toggle Key | G | Retained; no runtime enable toggle. Use the checkbox. |
| Countdown Master | On | Retained; additional timing uses feature enable, held/preparing state, and frame validity. |
| Draw Countdown When Enabled | On | Retained; does not alter the additional line. The central timer uses timing controls under Raycast Throwable Trajectory. |
| Target Circle Master | On | Retained; does not create an independently controlled player-target circle. |
| Draw Target Circle When Enabled | On | Retained; red collision or yellow landing circles do not prove this setting works. |
| Distance Hint Master / Show Too Far or Too Close Distance | On | Both entries share one field. It does not control numeric status distance, and the full separate too-far/too-close hint is not connected. |
| Draw Distance Indicator When Enabled | On | Retained; does not control a separate indicator. |
| Show Run/Jump Throw Hints | On | Retained; no separate running/jumping throw instruction is produced. |
Stopping, hiding, and restoring#
| Goal | Direct action | Check afterward |
|---|---|---|
| Stop software automatic release | Turn Automatic Release by Flight Time off. | Complete the next preparation manually. Game-native throwing behavior still exists. |
| Stop throwable target aim | Turn Enable Throwable Aim and automatic release off. | The left button no longer activates this feature's target control. A retained future preview can remain visible. |
| Stop this preview and its automatic actions | Turn throwable aim, automatic release, and Enable Automatic Trajectory off. | Future preview disappears. Observed trails and the central timer use separate settings. |
| Hide the yellow future landing | Turn Show Predicted Landing Point off. | Path and other status text can remain. |
| Hide observed thrown trails | Turn Enable Grenade Trail off under Raycast Throwable Trajectory. | This is not the future-preview or automatic-release stop switch. |
| Restore abnormal physical input | Stop automatic release, reconnect KMNET, and verify physical down/up. | Resume after the restoring message and abnormal button behavior are resolved. |
Releasing the left button may immediately throw through the game's own logic. It is not a universal safe-cancel action. Hiding a software menu or disabling a display item does not establish that automatic release is off. Software stopping and game-native cancellation, stowing, or completing the throw are separate actions.
Turning Enable Automatic Trajectory or Take Over Physical Left Button off alone is not the automatic-release master switch. The former can leave a target-solver path, and the latter changes held-button output eligibility. Turning Automatic Release by Flight Time off explicitly stops subsequent release commands from this feature.
Common problems and check order#
| Problem | Check order |
|---|---|
| No future curve with a throwable in hand | Feature permission → automatic trajectory → game throw preparation → mode/origin acquisition → current camera → mouse menu/death → scene and fresh path. |
| Observed trail works but held preview does not | The switches differ. Check Enable Automatic Trajectory under General Grenade and Collision instead of repeatedly changing observed-trail width. |
| Future curve appears but the left button does not adjust camera | Throwable aim → fixed left button → preparation → player in FOV/distance → valid bones → solvable target path → controller connection and speed. A free curve does not guarantee target control. |
| Target is within distance but predicted miss remains | Check mode, obstruction, bounce geometry, elevation, and motion. Maximum distance is selection, not hit assurance. |
| Hit Not Evaluated appears yet software releases | Check automatic release. A free preview with a valid landing point and grenade state can also enter release evaluation. |
| Predicted flight or cooking shows -- | Current path or cooking data is incomplete. Wait for current samples instead of assembling timing from unrelated text. |
| Automatic release stays enabled without a throw | Grenade type → positive cooking → preparing/not yet throwing → valid path/scene → release instant → controller support → physical-button takeover. |
| Connected KMNET does not release while physically held | Check takeover, device input state, network, and physical button after reconnection. Connectivity does not establish successful takeover. |
| Connected serial/Lurker still needs manual button release | Held-button takeover is unsupported. Use the controller table; increasing the timing margin does not fix this. |
| Landing color changes but yellow circle does not | The current control changes thrown reference-range color. The held yellow circle is fixed. |
| Countdown Master is off but timing text remains | It is retained. The central timer and additional timing line differ. Stop control using actual feature/automatic-release switches. |
| G does not toggle the feature | G has no current runtime toggle. Click the enable checkbox. |
| General aim is off but preview or release remains | Check the independent throwable switches; disable its automatic release and aim directly. |
| Curve disappears and returns after a fast turn | Target/camera changes invalidate old results. Wait for a new solve; not every gap is a color or frame-rate problem. |
| Enemy is inside yellow range without damage | The circle is a reference. Actual launch, fuse, cover, position, and game results determine damage. |
3D shared web radar#
Roles and independent deployment#
The radar consists of the software publisher, a standalone radar service, and a browser viewer. The software sends sampled players, world positions, bones, teams, weapons, states, and its source camera. The service manages rooms and relays the latest scene. Viewers open a sharing link and select their teammate by name and squad index.
| Role | Install / open | Credential | Action |
|---|---|---|---|
| Software publisher | Windows client | Room ID + publish token | Sample and upload scenes; one concurrent publisher per room |
| Radar administrator | Windows or Linux server package; /admin in a browser |
Radar admin token | Create, inspect, share, and revoke rooms |
| Teammate / viewer | Browser sharing link | Room ID + view token, normally included in the link | Select a teammate, view 3D bones, change camera, enter fullscreen |
The radar service operates independently of the product account backend. Its executable embeds the room administration page and 3D viewer. Running a release requires neither Go nor Node.js nor a separate frontend process. Client sign-in still uses the product account service. The radar admin token is not a software account password, and a view token is not a publish token.
Complete sequence: start service → read admin token → create room → configure client → enable sharing → send view link → viewers select themselves. Complete a local-network setup before adding a public domain and TLS. Administration and viewer controls use Ant Design with square corners. The interface defaults to light; the rendering background always stays pure black.
Deploy on Windows#
- Download the Windows x64 server from the download center.
- Extract the complete package to a fixed folder such as
C:\Radar. Keepradar-server.exe,radar.json, and the documentation together. Do not run from a ZIP preview. - Open PowerShell in that folder. The server runs in this window; closing it or pressing Ctrl+C stops the service.
Set-Location 'C:\Radar'
.\radar-server.exe --config .\radar.json
Successful startup logs contain Radar listening on http://0.0.0.0:8080 and administration: /admin. 0.0.0.0 is a listening address. Use 127.0.0.1 on the server itself and its actual IP from other computers. An address-in-use, configuration parsing, directory write, or certificate error means startup has failed; resolve that error and restart.
- In another PowerShell window, read the admin token automatically generated at first start:
Set-Location 'C:\Radar'
Get-Content .\data\admin.token
curl.exe --fail --silent --show-error http://127.0.0.1:8080/healthz
Success returns {"status":"ok"}. Connection refusal means the process is not listening there; HTTP errors make this command fail. The health endpoint proves service responsiveness, not reception of actual sampled scenes.
- Open
http://127.0.0.1:8080/admin. Other computers usehttp://SERVER-IP:8080/admin. Enter the token you just read. - When local health succeeds but LAN access fails, check Windows Firewall, host security groups, routing, and the destination IP. To permit TCP 8080 on a Private LAN, run this in an elevated PowerShell:
New-NetFirewallRule -DisplayName 'Radar TCP 8080' -Direction Inbound -Action Allow -Protocol TCP -LocalPort 8080 -Profile Private
This example matches the Private network profile. Match the rule to the actual profile and externally used port. Public deployment commonly exposes a TLS entry point while the proxy accesses an internal 8080 listener.
Deploy on Linux#
The Linux package targets x64 / amd64, not ARM. Extract everything to a fixed folder, enter the directory containing the executable, and run:
chmod +x radar-server
./radar-server --config ./radar.json
In another terminal, read the token and check the service:
cat ./data/admin.token
curl --fail --silent --show-error http://127.0.0.1:8080/healthz
Administration is at http://SERVER-IP:8080/admin, exactly as on Windows. For Permission denied, check executable permissions and mount restrictions. For Exec format error, check CPU architecture. For an occupied port, change the listener and update the client, links, and firewall together.
For continuous operation, use the included deploy/radar.service example. Place the program and configuration in /opt/pluto-radar, create a service account and data directory, then install the unit:
sudo install -d /opt/pluto-radar
sudo useradd --system --home /var/lib/pluto-radar --shell /usr/sbin/nologin pluto-radar
sudo install -d -o pluto-radar -g pluto-radar /var/lib/pluto-radar
sudo install -m 0755 radar-server /opt/pluto-radar/radar-server
sudo install -m 0644 radar.json /opt/pluto-radar/radar.json
sudo install -m 0644 deploy/radar.service /etc/systemd/system/pluto-radar.service
sudo systemctl daemon-reload
sudo systemctl enable --now pluto-radar
sudo systemctl status pluto-radar --no-pager
sudo cat /var/lib/pluto-radar/admin.token
Keep an existing service account instead of recreating it. Adapt unit paths and data directory before startup. Read logs with sudo journalctl -u pluto-radar -n 100 --no-pager and stop with sudo systemctl stop pluto-radar. This is a deployment example; distribution, systemd availability, and permissions must match the actual host.
Deploy with containers#
The Linux release includes deploy/Dockerfile and deploy/compose.yaml. They package its existing Linux executable and do not require the project source. After installing Docker and Compose, run from the Linux package root:
docker compose -f deploy/compose.yaml up -d --build
docker compose -f deploy/compose.yaml ps
docker compose -f deploy/compose.yaml exec radar cat /data/admin.token
docker compose -f deploy/compose.yaml logs --tail=100 radar
Success means the container remains running, health checks pass, and http://SERVER-IP:8080/healthz returns status:ok. Image pull, port conflict, amd64 mismatch, and volume permissions failures are diagnosed in the logs. A named volume preserves rooms and the admin token. After rebuilding or restarting, the software republishes the live scene.
Stop while retaining data with docker compose -f deploy/compose.yaml down. Do not treat down -v as a routine restart: it deletes the named data volume. Apply changed deployment settings with up -d --build. Set the real RADAR_PUBLIC_URL before public use. The release container does not compile frontend assets.
Create and manage rooms#
- Open
/admin, enter the admin token, and click Connect administration (接入管理). It is retained in the current browser session. Log out (退出) clears that saved session token. - Enter a room name, such as “Tonight's squad.” Lifetime in hours (有效时长) defaults to 24 and accepts 0.01–168. This controls room lifetime, not software license duration.
- Click Create room (创建房间). Copy the server address, room ID, publish token, and teammate view link from Connection details (接入信息).
- Give the publish token to the person running the software and the view link to viewers. Viewers do not require the admin token.
- Current rooms (当前房间) shows publisher online state, viewer connection count, latest scene age, stale state, and expiry time. It refreshes every 10 seconds while visible; Refresh (刷新) updates it immediately.
- Connect / share (接入 / 分享) reveals an existing room's details again. Each new room has its own tokens; persisted room credentials survive a server restart.
- Revoke (撤销) requests confirmation. Confirmation immediately disconnects publisher and viewers and invalidates the old credentials and link. Expired rooms are also invalid; create another and use its new ID and credentials.
Copy buttons depend on browser clipboard permissions and secure-context support. When copying is denied, select the field text and press Ctrl+C. Copy the actual token, not the password masking symbols.
Configure sharing in the software#
Open Advanced settings → 3D shared web radar (高级功能设置 → 3D 网页共享雷达). This replaces the previous web radar entry.
| Control | Value / range | Behavior and tips |
|---|---|---|
| Radar address / URL | Root URL http://SERVER-IP:8080 or ws://SERVER-IP:8080/ws/publish; TLS uses https:// / wss:// |
A full URL takes priority and supplies its port; a root URL gains /ws/publish automatically |
| Port, IP mode | Default 8080; the actual server port in bare-address mode | Applies to a bare IP / hostname without a supplied port, not over a full URL |
| Room ID | ID copied from administration | Must match the publish token; this is not the room display name |
| Publish token | The administration page's publish credential | Not a view token or admin token |
| Publish frequency | 1–30 Hz; initial 20 Hz | Caps scene transmission; increasing it does not improve original sampling frequency |
| Shared sampling distance | 50–1500 m; initial 1000 m | Saved and submitted, but the current publisher does not use it to filter players; lowering it is not an effective bandwidth cap |
| Enable web sharing | Check / uncheck | Connect and publish / stop sharing |
| Save radar settings | Click | Saves client configuration; the publish token is encrypted with client settings |
| Open radar service page | Click | Opens the service root in the default browser; use a sharing link for a specific viewing room |
Example: a LAN server at 192.168.1.50, port 8080, uses http://192.168.1.50:8080. A publisher on the server itself uses http://127.0.0.1:8080. View links need an address accessible to teammates: 127.0.0.1 on a teammate's computer refers to that teammate's own computer.
Deploy at the origin root. Do not enter /admin, a viewing link, #room=..., or embedded URL usernames/passwords. The exact publishing endpoint is /ws/publish. Bare IPv6 is normalized; an explicit IPv6 URL with a port is http://[IPv6-ADDRESS]:8080.
Save the fields and enable sharing. The interface publishes settings to the runtime; changing connection settings rebuilds the connection. Read the error text in this area instead of interpreting successful saving as successful connection.
| Software status | Meaning | What to verify |
|---|---|---|
| Connected and authenticated | WebSocket and room publishing authentication succeeded | Check server acknowledgement and valid player / bone counts next |
| Disconnected | Not connected, disabled, or interrupted | Check enable switch, address, room, and token |
| Frames sent / server acknowledgement | Process transmission count / scene sequence accepted by the service | They measure different things and need not be equal; investigate errors when sending continues but acknowledgement does not advance |
| Players / valid bones | Counts in the latest transmitted scene | A body with missing bones points back to sampling and scene data |
| Bytes per frame | Latest JSON scene size | Estimate traffic as bytes × Hz; transport and TLS overhead are additional |
For example, 50 KiB per frame at 20 Hz is about 1000 KiB/s of uploaded scene JSON. Ten continuously watching viewers add roughly 10000 KiB/s of scene relay output. Actual traffic changes with player/bone counts, rate, slow-viewer frame replacement, and networking.
View the page and select yourself#
- Open the administrator's full link, including
/#room=...&token=.... Opening the service root with the client button does not automatically select a room. - Without complete credentials, Connect shared room (连接共享房间) appears. Enter the room ID and view token, then click Connect room (连接房间). Close (关闭) dismisses the dialog; Disconnect (断开连接) stops this page's connection.
- Once the top bar says Connected (已连接), wait for the publisher. The left teammate list shows squad index, name, alive/downed/dead state, and the sharing source marker.
- Select your own “index · name.” The page follows a stable player ID within that match. Temporary absence preserves the selection instead of silently switching to someone else.
- After a match change or reload, it attempts a unique name-and-squad-index match. Select manually again when that player is absent or the match is ambiguous.
- Normal rendering shows bones, names, distance relative to the selected teammate, weapon, kills, state, and source visibility. Missing fields display unknown values; unknown kills / squad indices may be
-1, not actual statistics.
The selectable list contains teammates present in the source scene. The page does not invent teammates when publisher team or body sampling is unavailable. Waiting scenes clear previous-match targets. Room authentication and having a drawable scene are separate conditions.
Actual camera, estimated camera, and orbit view#
| Mode / control | Meaning | Operation |
|---|---|---|
| Follow teammate | Follow the selected player | Select yourself, then choose 跟随队员 |
| Actual camera | Selected publisher has a fresh valid source camera | Uses its position, directions, and FOV; estimate sliders do not override it |
| Estimated view | Other teammates lack their own source camera | Estimates from head / body and aim angles; use FOV and height offset without expecting pixel-perfect matching |
| Direction unknown | Body position is valid but aim direction is missing | Uses a default world-axis direction; wait for orientation or switch to orbit |
| Orbit view | Orbit around the selected teammate | Drag to rotate and use the wheel to zoom; the selected player remains the center |
| Estimated FOV | 30–150°, initial 90° | Affects estimated follow / orbit; higher values cover a wider view |
| Estimated eye-height offset | −100–100 cm, 5 cm steps, initial 0 | Added to the estimated eye point; positive raises it, negative lowers it |
| Preserve actual-camera aspect | Initially enabled | Preserves source aspect, with black letterboxing when necessary; disable to use browser aspect |
| Show teammates | Initially enabled | Toggles teammate bones and information; follow mode omits the selected player's own body |
| Spatial reference grid | Initially enabled | A visual ground grid, not the game map or collision geometry |
The estimated eye uses a valid head bone first. When missing, it uses approximate body heights for standing, crouching, prone, or downed states. Missing head/stance data reduces accuracy. Distances use the selected body position; browser XYZ coordinates are displayed in metres.
Light / dark UI, hidden borders, and pure-black fullscreen#
Choose Light (浅色) or Dark (深色) in the top bar. Light is the default. The preference is stored for this browser origin and shared by administration and viewing pages. The rendering area always remains #000000, even with a light interface.
Select Hide border (隐藏边框) on the left to remove the normal view's outer frame. This does not automatically hide labels or controls. Selection, follow/orbit, estimated FOV, eye offset, grid, teammate visibility, and border settings persist in the same browser. Clearing site storage resets these preferences.
Click Fullscreen (全屏) at the upper right. Native browser fullscreen shows pure black and bones and hides names, information labels, head points, grid, crosshair, status HUD, frame border, connection messages, and controls. Press Esc to return and restore your previous preferences. Exit before changing players, editing settings, or checking errors. A fullscreen view with no valid bones is black; exit to inspect missing/stale data.
A rejected request displays Fullscreen not enabled (全屏未开启). Use a browser with native fullscreen and activate it directly with the page button. An iframe host must permit fullscreen. Mobile/tablet behavior follows the actual browser API support.
Bone colors, information, and sample age#
| Color | Meaning |
|---|---|
| Green | The publisher judged the sample visible |
| Orange | The publisher judged it occluded |
| Gray-blue | Source visibility is unknown or lacks valid evidence |
Colors retain the publisher's visibility judgement. Selecting another teammate changes camera and distances without recomputing that teammate's occlusion. Bone endpoints preserve their own source visibility fields. Models, meshes, and complete map geometry remain on the software computer; the viewer neither uploads them nor recomputes collisions. The reference grid is not visibility evidence.
Age adds original sample age, service relay elapsed time, and elapsed time since browser reception. The displayed “received … ms” excludes unmeasured one-way network transit before reception; it is not complete end-to-end latency.
| Data | Current viewer age limit | When expired |
|---|---|---|
| Body position | 1800 ms | Target is hidden; an expired selected body produces a waiting state |
| Bones | 650 ms | Related segments disappear per bone; body information may remain |
| Actual source camera | 500 ms | Falls back to an estimated camera while the body remains usable |
| Service latest scene | Default 1500 ms | Service marks it stale in room/status information |
Higher transmission Hz does not refresh old bone samples. The viewer reconnects after network interruption. Revoked rooms or invalid credentials require valid credentials again. The service supplies its latest complete scene to new viewers; after process restart the publisher must send live scenes again.
Server configuration, capacity, and precedence#
Restart after editing radar.json. Precedence is JSON file → environment variables → explicit command flags; later sources override earlier ones. --config selects the file. Relative data/certificate paths resolve from the process working directory.
| JSON field | Default | Purpose |
|---|---|---|
| listen | 0.0.0.0:8080 |
HTTP(S) listener; a local proxy setup can use 127.0.0.1:8080 |
| dataDir | ./data |
Persistent rooms and automatically generated admin token |
| adminToken | Unspecified | Generates/reuses data/admin.token when unspecified; explicit tokens need at least 24 characters |
| publicURL | Empty | Public HTTP(S) origin for sharing, e.g. https://radar.example.com, without subpath/query/fragment |
| tlsCert / tlsKey | Empty | Native TLS PEM certificate / key; configure both together |
| allowedOrigins | [] |
Exact additional browser origins; same-origin works by default; native clients have no Origin |
| maxRooms | 32 | Room limit; accepts 1–1024 |
| maxViewersPerRoom | 64 | Viewer connections per room; accepts 1–2048 |
| maxMessageBytes | 524288 | Default 512 KiB per scene; accepts 4096–8388608 bytes |
| maxPlayers | 512 | Players per frame; accepts 1–2048 |
| maxBonesPerPlayer | 128 | Bones per player; accepts 1–256 |
| maxFrameRate | 60 | Service publishing limit, 1–120; client remains 1–30 Hz |
| staleAfterMs | 1500 | Service stale threshold, 100–60000 ms; does not replace viewer bone-age rules |
| maxPendingAuth | 64 | Unauthenticated concurrent sockets, 1–4096 |
String environment variables are RADAR_CONFIG, RADAR_LISTEN, RADAR_DATA_DIR, RADAR_PUBLIC_URL, RADAR_ADMIN_TOKEN, RADAR_TLS_CERT, and RADAR_TLS_KEY. RADAR_ALLOWED_ORIGINS takes comma-separated additional origins. Prefer controlled files/environment for admin credentials over plaintext command history.
Inspect the executable's complete startup flags:
.\radar-server.exe --help
Client transmission rate, sampled player/bone counts, server limits, viewer count, and outbound bandwidth jointly determine load. The distance field currently has no publishing filter consumer. Slow viewers replace old pending scenes with newer ones. The server does not accumulate unlimited history or record a full-match replay. For stutter, reduce transmission rate and verify fresh source samples and networking before increasing server resources.
Domain, HTTPS, and reverse proxy#
Prepare a domain resolving to the server and a valid TLS certificate. Deploy the whole radar at the origin root, not under a /radar/ homepage subdirectory. The static website and standalone radar can use separate domains. Downloading the website bundle itself does not run a radar service.
Native TLS example, with certificate files placed in the service folder:
.\radar-server.exe --config .\radar.json --listen 0.0.0.0:8443 --public-url https://radar.example.com:8443 --tls-cert .\cert.pem --tls-key .\key.pem
The client uses https://radar.example.com:8443 or wss://radar.example.com:8443/ws/publish. HTTPS viewer pages use WSS. The client verifies certificates through system trust; fix self-signed, expired, or hostname-mismatch errors before use.
For Nginx or another reverse proxy, listen on 127.0.0.1:8080 and set publicURL to the external https://radar.example.com. Proxy the entire origin, preserve Host, forward WebSocket Upgrade/Connection, and allow long-lived connections. Included deploy/nginx-radar.conf requires real domain and certificate paths and does not combine the radar with the account backend. Typical 404 causes are incorrect paths; 400/403 causes include Upgrade/Origin; 502 means the proxy cannot reach the radar process. Keep browser, service, and proxy aligned on the public origin.
Maintenance, backup, and upgrade#
Stop the service before copying the full dataDir, configuration, and deployment settings to protected storage, then restart. Automatically generated credentials need admin.token; room credentials are in rooms.json. An explicitly configured admin token remains in its environment/configuration and is not automatically written to a new admin.token. Keep data outside public website downloads.
Upgrade sequence: record current version/settings → stop → back up executable and dataDir → replace program/deployment files → retain data/configuration → start → check health → inspect rooms → reconnect publisher → verify viewer bones/status. On failure, stop the new process and restore the old executable, configuration, and required data backup. For a client upgrade, exit the software, retain Config under the same Windows user, and do not mix old DLLs with a new EXE.
Troubleshooting step by step#
Installation, sign-in, and main interface#
| Symptom | Check first | Next action |
|---|---|---|
| Missing DLL / font on launch | Complete extraction and adjacent dependencies | Re-extract the complete package to a writable folder instead of copying the EXE alone |
| Sign-in request failure | Network, actual service address, credentials/license input, expiry | Follow the displayed error; a radar admin token is not a product login |
| Feature disabled or absent | Actual account entitlement and current page | Use the actual permission result rather than interpreting edition names |
| Menu missing | Toggle hotkey, chosen display, window location | Home toggles it by default; use your custom binding after changes |
| Black screen with usable menu | Black overlay, scene readiness, drawing switches | Separate backdrop settings from missing data |
| One key toggles multiple actions | Default F1/F2 and other duplicate bindings | Assign different keys in the respective pages, save, and verify |
| Config unreadable under another user | Encrypted configuration and Windows user context | Restore with the original account; configure again for another user |
| Parameter appears ineffective | Preconditions, weapon profile, integration status | Use its chapter, change one setting at a time, and distinguish placeholders |
Radar connectivity and rooms#
| Symptom / error | Meaning | Resolution sequence |
|---|---|---|
| Local healthz refuses connection | No listener on that port | Startup logs → listen setting → port conflict → restart |
| Local succeeds, remote fails | Network entry/path issue | Server IP → firewall → security group → routing/domain → TLS/proxy |
| Administration HTTP 401 | Missing/wrong admin token | Read this instance's token and connect; do not use the product password |
Administration shows [object Object] |
Some current API error objects render incompletely | Use HTTP status: 401 credentials, 400 room fields, 409 room limit, 500 data write |
| Missing room/publish-token warning | Client fields are empty | Recopy ID and publish credential from the same room |
| Invalid radar address | URL parsing failed | Use a valid root URL or /ws/publish; remove viewing fragment and parameters |
| Radar connection failed, HTTP … | WebSocket 101 upgrade failed | Port/path/proxy Upgrade/certificate, then healthz |
| Room authentication timeout | No timely auth response after connection | Service version, network, room details, service logs |
| unauthorized / invalid or expired room credentials | Missing/expired room or wrong token category | Check expiry → copy correct token → create new room when necessary |
| publisher_busy | Another publisher already owns this room | Disable its sharing or create another room |
| viewer_limit / room_limit | Capacity reached | Close extra connections/rooms or adjust limits according to resources and restart |
| rate_limited | Rate exceeds service limit | Reduce client Hz and check maxFrameRate |
| Scene/message rejected | Validation or sequence rule failure | Use matching releases and retain the error code for investigation |
| Rooms missing after restart | dataDir/volume changed or was discarded | Recover original data directory; check working directory and persistent volume |
Rendering and camera#
| Symptom | Explanation | Action |
|---|---|---|
| Connected, waiting for publisher | Viewer authenticated; no source scene yet | Enable client sharing and check sent/acknowledged scenes |
| Waiting to enter match | Source is in a waiting scene | Enter a valid scene; previous-match targets are cleared |
| Waiting for teammates / selected teammate absent | Team player is not present in the usable scene | Check source team sampling; wait or select your name/index again |
| Body label exists, no bones | Bones missing/invalid/older than 650 ms | Check source valid bone count and sampling, not merely transmission rate |
| Selected player's data expired | Body age exceeds the usable limit | Restore fresh source data and connectivity |
| Your view does not align | Estimated view instead of your own source camera | Adjust estimate FOV/height; check orientation and stance cues |
| Colors differ from your occlusion | Colors preserve publisher judgement | Read the source-visibility legend and identify the publisher |
| Actual view has black bars | Source aspect is preserved | Retain for correct proportions, or disable aspect preservation to fill |
| Actual camera ignores FOV slider | Estimate controls do not override source camera | Choose an estimated teammate camera or orbit |
| 3D renderer startup failure | WebGL unavailable/disabled | Enable hardware acceleration and reopen in a WebGL browser |
| Fullscreen black, normal page has labels | Fullscreen removes labels and no valid bones remain | Esc, inspect missing/stale bones, selection, and teammate visibility |
| Fullscreen rejected | Browser/API/permission limitation | Trigger directly with the button; check browser and iframe permissions |
| Theme versus black canvas | UI and renderer are independent | The canvas stays pure black; theme affects surrounding panels |
What to record for support#
Record client version, OS, page/control, exact actions, expected and observed results, actual account permission, and device state. For radar also record server OS/port, access method, publisher state, sent/acknowledged counts, valid player/bone counts, frame bytes, camera mode, age, and error code. Hide passwords, license keys, admin tokens, publish tokens, and full viewing links in screenshots. Change one setting per attempt and record the outcome to distinguish parameters, sampling, and networking.
Glossary and operating sequence#
| UI term | English | Meaning |
|---|---|---|
| 绘制 / 透视 | Overlay / ESP | Local player, bone, item, and status display |
| 自瞄范围 | Aim radius | Screen target-selection radius, not a world distance in metres |
| 可视判断 | Visibility evidence | Publisher occlusion judgement; unknown differs from occluded |
| 后坐力 / 压枪 | Recoil compensation | Controller recoil-compensation output |
| 队内序号 | Squad index | Teammate display order, not room ID or stable player ID |
| 推流 / 运行端 | Publisher | Software instance uploading scenes |
| 观看端 | Viewer | Browser receiving a room scene |
| 真实相机 | Actual camera | Valid source position, directions, and FOV |
| 估计视角 | Estimated view | Camera approximated from teammate pose and aiming direction |
| 发送 Hz | Publish frequency | Configured snapshots-per-second cap |
| 接收年龄 | Received-data age | Relay/browser elapsed time, not full network latency |
| 数据过期 | Stale | Sample older than its usable-age rule |
Beginner sequence: extract and sign in → connect devices → confirm valid scene/drawing → resolve duplicate hotkeys → check aim/recoil per weapon → save configuration → deploy standalone radar → create room → enable sharing → viewers select themselves → tune display/fullscreen. Confirm the corresponding state before advancing to the next step.
Player List: open, move, and read the roster#
The Player List brings currently displayable players, selected statistics, current-match performance, and cloud relationships into one table. It is an independent window from the main settings menu; an enabled list remains visible after the main menu is hidden.
Open and close the list#
Hiding the main menu does not close the roster. The roster and its details popup remain interactive while the pointer is over them; leaving these windows restores the applicable overlay click-through behavior. Title dragging, table scrolling, clicking a name, and clicking relationship buttons are separate actions.
Row order, count, and filters#
The current window uses a fixed order: the local squad comes first, the local player comes first within that squad, and remaining rows follow team number and name. Its headers do not provide click-to-sort controls for KD, damage, or latency.
Players identified as dead, entries without valid names, and animal entries are filtered out. Player Count in the footer is the number of rows displayed after filtering. It is not the starting roster size, the number of players seen during the entire match, or the game's official alive counter. A player can disappear after death, closing a details popup that was open for that player.
The displayed list depends on the available reading range, match state, and valid samples. An empty table does not prove there are no other players in the match. Check the active match, map and PID in the footer, and whether other current player information has appeared.
All fourteen columns#
--; the details popup calls it Reputation Level.KDAor*label; hover to inspect its calculation source and season.--; this is not the current player count.N ms?includes a question mark; pending verification means the encoding is unconfirmed; missing data is--.Ordinary names for the local player and squad use teal. List relationships, danger information, and available partner/official-level markers also affect colors or badges. A colored name reflects the level marker read by the software; it does not establish a person's real identity or official job.