ClientSimulator

Simulates a WoS telemetry client. This page sits outside the game: it has no privilege, takes no dedicated route, and the server judges it like any other player. It reports, and nothing else — no account, no vehicle, no reservation, no transport start, which all happen in the web application.

The client

Together with the paired device, it identifies the client: two different names are two clients.

The transport

The place where the vehicle stands, and the departure of the trip.

Without a reported payload, the server refuses a loaded departure, as for a simulator that cannot read its mass. Declaring the vehicle's nominal payload by default would fabricate the one value that always satisfies the weight check.

A train's or a plane's transport played on a stretch of its simulator's map: the readings stand at its start, run to its end, and the start declares it. Empty for none; a truck plays on none.

A reading at rest, on the spot: it is what opens the two-minute window during which the server agrees to rule on a departure.

Distance between two readings. From 2 km on, the server closes the session for an impossible move.

Delay between two readings. From 3 minutes on, the server reads a client that has restarted.

The journal

Every send, received or lost. A reading the server left without effect, or received while no transport is in progress, is shown as it is.