Yet Another SimDOCS
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Simulator guide#

Everything the client does, in one place: moving, looking, the HUD, and reviewing a pull.

Movement and camera#

One simulator unit is one FFXIV yalm. You run at 6 units per second, and Sprint multiplies that by 1.3 (7.8 units/s) — the same numbers as in game. A standard arena is radius 20, so crossing the full diameter takes a little under seven seconds at run speed. The full derivation is in Movement & scale.

There is no acceleration ramp: you reach top speed the instant you press a key, and stop the instant you release it. Compared to FFXIV this makes very short adjustments slightly generous.

Walking off the floor is fatal. The arena is defined by its zones, and any point outside every zone is a fall.

Control schemes#

Both schemes are in Settings → CAMERA → CONTROL SCHEME, and both drag-rotate the camera with either mouse button held.

LEGACY is camera-based. W/S move forward and back relative to the camera, Q/E strafe, and A/D also sidestep rather than turning. Your character always faces the way it is travelling. This is the simplest scheme when you only care about position.

STANDARD is character-based. Your facing changes only when you turn with A/D, or when you hold the right mouse button, which snaps your character to face where the camera is pointing. W/S/Q/E then move relative to your character, not the camera. The camera trails behind you as you move.

Facing matters more than it first appears: gaze mechanics check which way you are looking, and directional cleaves resolve against the boss's facing rather than yours.

MOUSE SENSITIVITY (0.1–2.0) scales camera drag speed.

Default keybinds#

Every binding is rebindable in Settings → KEYBINDS, which shows the keyboard and controller binding side by side. RESET KEYBINDS restores this table.

ActionDefault key
ForwardW
BackS
Strafe leftQ
Strafe rightE
Camera left / turn leftA
Camera right / turn rightD
JumpSpace
Sprint1
Anti-knockback2
Provoke3
Target swapTab

Sprint, Anti-knockback and Provoke are the three hotbar abilities and have cooldowns. Anti-knockback is the simulator's Arm's Length: use it before a knockback resolves, not after.

Controller#

Connect a gamepad and it is detected automatically; Settings → CONTROLLER shows the detected type and name, and lets you choose between multiple connected pads.

The left stick moves (camera-relative, character faces travel) and the right stick pans the camera. Face and d-pad buttons drive the hotbar and are rebindable alongside the keyboard bindings.

Two options tune the camera stick: CONTROLLER SENSITIVITY (0.5–6.0) and CAMERA ACCELERATION with its own ACCELERATION STRENGTH (0–3). Acceleration makes small stick deflections turn slowly and large ones turn quickly, which suits fine aiming; turn it off if you want a linear response.

The HUD#

ElementWhat it shows
HotbarSprint, Anti-knockback and Provoke with their cooldowns. The button switches between keyboard and controller display.
BuffsBuffs you currently hold, such as Sprint or the Anti-knockback window.
Debuff trackerYour debuffs with their remaining time. This is the panel every Dancing Mad encounter is really played out of.
ResourcesHP and MP bars, plus the invincibility, bot-invincibility and No Cooldowns toggles.
Boss castsCast bars for every boss currently casting, named as the timeline names them.
Raid selectorThe current raid, playback controls, and (for the host) OPTIONS.
MinimapA top-down view of the arena with player and mechanic positions.

Position helper#

Inside the hotbar panel is a small position readout used mainly for authoring. The button prints your current coordinates, and clicking the readout copies them — which is how most of the spots in the raid YAML files were found. The World button chooses which frame the readout is expressed in (world coordinates, or a frame relative to a boss or mechanic).

Editing the HUD layout#

The toolbar button (also EDIT HUD LAYOUT in Settings → Display) enters layout mode:

  • Drag an element to move it.
  • Drag the handles on the selected element to resize it.
  • Right-click an element to hide or show it.
  • SAVE & CLOSE to keep the layout.

The layout is stored in your own browser and persists across sessions.

Display options#

Settings → DISPLAY holds the presentation options:

  • RENDERED PLAYER HP BARS — floating HP bars above party members in the 3D view.
  • UI FONTPIXEL (JERSEY 10) for the arcade look, or READABLE (CHAKRA PETCH) if the pixel font is hard to read. The readable font is the default.
  • UI SCALE — XS through XL. Raise this on a high-DPI display before assuming the HUD is broken.

Host permissions#

Being host is a property of the session, held by whoever created it. It is not something you can claim or transfer from the UI.

Only the host can:

  • change the raid,
  • open OPTIONS (waymarks, bot pattern, RNG pins),
  • press PLAY, PAUSE, STOP or RESTART,
  • open the replay browser.

Everyone else's copies of those controls are disabled, and the raid selector is a plain label. If you are not the host and nothing responds, that is why.

Replays#

Every pull is recorded, and stopping a pull is what saves the recording. A pull that is restarted or abandoned without a stop is not kept.

The host opens in the top-right toolbar to get SESSION RECORDINGS: one row per pull, labelled Pull n with the raid id and the length in seconds, plus a search box. Recordings are scoped to the session — a new session starts with an empty list. A recording made by an incompatible older version of the client is listed as INCOMPATIBLE REPLAY and cannot be opened.

Reviewing a pull#

Watching a replay replaces the live simulator until you press (back to simulator). You get:

PlaybackPLAY, PAUSE and RESTART, a seek bar, and a timestamp field you can type into directly (mm:ss, or just seconds).

Jump to mechanic — a dropdown built from the encounter's named sections, each with its timestamp. These are authored bookmarks like Towers 1-2, Grand Cross 1 or Black Hole 3; they are labels only and have no effect on the simulation. Every walkthrough in these docs lists its encounter's sections, so you can find a mechanic by name rather than by scrubbing.

The EVENTS sidebar — every death and every avoidable hit in the pull, in time order, each row showing the timestamp, whether it was a death (☠) or a hit (⚠), the source that caused it, the player it happened to, and the damage. You can filter to DEATHS or AVOIDABLE HITS, filter to one party member, or search across player, source and section names.

Clicking a row does three things at once: it pauses, seeks to shortly before the event, and switches the camera to spectate the player it happened to. That combination is what makes review worth doing — you see the mistake from the position of the person who made it, with enough lead time to see what they should have done instead.

"Avoidable" is a property the encounter author tags onto a damage source. A raidwide that everyone is meant to eat is not avoidable and will not clutter the sidebar; a cone you were supposed to dodge is. So an empty AVOIDABLE HITS list genuinely means nobody made a positioning mistake.

Where things are stored#

Your keybinds, control scheme, sensitivities, display options, HUD layout, waymark preference and RNG pins live in your own browser, per raid where that makes sense. They follow you between sessions on the same browser and do not follow you to another machine. Clearing site data resets them to defaults.