Ghost Mode
New in 2.0

ORBIT's built-in performance limiter puts far-away squads to sleep body-first: the expensive per-bot cost goes dormant, but ORBIT keeps thinking for them. Sleeping squads keep moving along their routes, so the world stays alive instead of freezing in place.

Do not combine with AI-limiter or bot-culling mods (AI Limit, Adaptive Bot Culling, QuestingBots sleeping...).
Limiter
Ghost meets awake bot
Applies to ORBIT, vanilla and faction groups. Combat, player distance, scoped view and other sleep protections always apply. If the awake group cannot safely sleep, the Ghost wakes as before.
Ghost fights
Uses the game's hostility rules for ORBIT, vanilla and faction groups. In Simulated mode, both sides stay asleep; a side waking brings the encounter back to real combat.
Ghost fight frequency
Scales the contact odds and the cooldown between rematches, never the outcome. In short: frequency = how often the shooting starts, lethality = how many body bags per firefight.

Ghost fight lethality

1.0 x

Ghost hearing

Investigate real and simulated gunfire while in Ghost. Includes vanilla bots and supported factions; UNTAR/RUAF checkpoint guards keep their posts.

Hearing distances

How far each group can hear gunfire while in Ghost. Applies to real and simulated fights. Save for the next raid.

PMCs / PlayerScavs

m

Unsuppressed

m

Suppressed

Vanilla bots

m

Unsuppressed

m

Suppressed

Modded factions

m

Unsuppressed

m

Suppressed
Investigation rules

Minimum shots

4

Investigation cooldown

150 s

Gunfire memory

45 s

Gunfire grouping radius

60 m

Investigation probabilities

Base chance per group, using PMC personality or bot category. Distance reduces it to half at the hearing limit. 0% disables investigations for that category; 100% is still affected by distance. Native bots require native Ghost movement.

Very aggressive

85 %

Aggressive

60 %

Average

30 %

Cautious

8 %

Timmy

3 %

PlayerScav

20 %

Scavs

30 %

Goons

75 %

Vanilla bosses and followers

30 %

Cultists

0 %

Vanilla raiders

50 %

Vanilla rogues

50 %

Bloodhounds

50 %

UNTAR / RUAF hunters

50 %

Raiders vs Rogues

50 %

Rook and Tombstone

75 %

ISB (including White Tusk)

75 %

Black Division

75 %

Default-dormant bot types

These types sleep by default and wake when a player gets close. Encounters with awake bots follow the setting above. Enable both movement options to keep supported native behaviours moving while asleep.

Distances

Sleep and wake use different distances on purpose (hysteresis), so bots at the edge do not flap between states. Aiming through an optic stretches the wake range forward with the scope's magnification (capped by the slider below), so long-range sniping still finds live targets. Designed to also cover Fika clients and headless from their replicated aim state (untested).

Sleep beyond

250 m

Wake within

200 m

Ghost / awake encounter distance

75 m

Scoped wake up to

800 m

Never put to sleep

Squads in combat or targeted by anyone

Squads or members heading to an extract

Body animations and hands operations in progress: finish that step, then continue supported loot and doors in Ghost

Corpses: loot always stays visible

Wounded bots (recent HP drop): they stay awake until healed

The BTR