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In case you dont know the mod, ACRE2 is basically TFAR but way more indepth.
Also possibly a functionality to jam said signals.
I don't know the exact situation you're using this in so this may not work for you, but a potential workaround for now may be making use of the Class Signals module, and have it scan for certain objects to add signals to mid mission.
The function in this module will only add signals to the applicable objects if the variable "signalInit" is false. So if there's any objects you don't want to have signals added to, but need to be included in the Class Signal module, you can set the variable to true manually with objectName setVariable ["signalInit",true,true]; You could also have this set at mission start, then manually set it back to false again with objectName setVariable ["signalInit",false,true]; so it gets picked up by the Class Signal function.
Unfortunately at this time there's no way to add a signal just through a script. It's something I want to make possible in the future as I want to overhaul a lot of the functions in the mod at some point as this is my oldest mod, and I didn't set things up in the best way, so I want to make use of lessons I've learnt since making this to update it, such as, for example, having a centralised function that's can be called by all the applicable modules and can just be called by a script. Whereas right now each module has its own function, which isn't the most efficient solution.
For reasons known only to science the bikey I applied to the mod addons didn't work properly, resulting in that mismatch. I wish I had more information for why other than "it just did that for some reason".
Either way, I've reapplied the bikey, and after testing on my server again I was able to connect successfully.
Apologies for any inconvenience, I normally don't check bikey stuff before release, but I'll add it to the list to try and avoid this in the future.
Do you possible have the Contact Expansion enabled in the launcher, as that's a known incompatibility, but that's mainly just the signals not working.
I believe issues with the display can also come from mods that use the display elsewhere. Because it's a base game asset I have no control over other mods doing anything with it. If I remember correctly TIOW used the spectrum device display on one of their mortar models which broke it on the actual device. I've not been informed of any other mods causing similar issues though.