FloatPilot User Guide

Reconnect Settings Guide

Reconnect Settings controls reconnect-after-disconnect, idle packet detection, death thresholds, and packet traffic statistics.

Terms used in this guide

Term Plain-language meaning
Reconnect Logging in to the game again after a disconnect.
Packet A small piece of data sent between the App and the game server.
Idle No game data has been received for a period of time.
Death threshold The death count at which the App performs the selected action.

Quick start

  1. Select Reconnect Settings.
  2. Enable automatic reconnect after disconnect or idle-packet detection as needed.
  3. If needed, enable death-threshold handling and set the target, count, and action.
  4. Optionally enable packet traffic statistics.
  5. Save the settings.

Field reference

Field Purpose
Automatic reconnect after disconnect Waits for the configured seconds, then tries to log in again.
Idle packet reconnect Reconnects after no packet is received for the configured time.
Death threshold handling Runs an action after the selected death count is reached.
Statistics target / count / action Defines how deaths are counted and what happens at the threshold.
Packet traffic statistics Counts received and sent packet traffic.

How the death threshold is counted

The death threshold counts only battles that end with the character still dead and the server deducting experience. Logout-then-reconnect is not limited by the ordinary automatic reconnect switch.

Common questions and checks

Automatic reconnect is enabled but does not reconnect

Confirm that the wait time is within the allowed range and that the status was really a disconnect. If the character died, check the death-threshold settings separately.

Idle detection reconnects too often

Increase the “seconds without a received packet” value and confirm whether the network or server really stopped responding for a long time.

The death count does not increase

Only a battle that ends with the character still dead and the server deducting experience is counted. A character death that does not meet both conditions does not increase the count.

Final checklist

  • Reconnect delays are intentional.
  • Idle threshold matches the network.
  • Death target, count, and action are complete.
  • Traffic statistics are enabled only when useful.