Admin Settings
Pursuit Settings
Two numbers: how long a pursuit runs before the PIT timer expires, and before the spike timer does.
Both are set in seconds, and the form shows you what that works out to in
minutes and seconds underneath — worth glancing at, because 300 and 500 look
similar in a field and are five minutes versus eight.
What the timers actually do
They count down on the pursuit panel and light up when they expire, with a tone. That is all they do.
They do not authorise anything. The CAD does not stop a unit from PITing at thirty seconds, and it does not force one at five minutes. Whether a tactic is allowed is your community's policy, enforced by your staff — the timer just gives everyone a shared clock instead of an argument about how long this has been going on.
Set them to whatever your pursuit policy already says. If your policy is "PIT
after five minutes with supervisor approval", 300 is the number, and the
approval part stays a human conversation.
Where they show up
Both timers appear on the pursuit panel for everyone involved — the primary unit, the backups and dispatch. Pausing the pursuit freezes them.
See Pursuits for how the panel is used, and Pursuits for the officer's side.
Changing them
Changes apply to pursuits started afterwards. A pursuit already running keeps the intervals it started with, so nobody's clock jumps mid-chase.