NewClan Problems/Questions

  1. 9 years ago
    Edited 9 years ago by Numrollen

    Hey, for years (mso, thearmainterview...) now im following your work, trying to get our mission makers to use alive for our modset and in mission. Now we are getting into it, im really interested. Its just THE best service in arma3. Thats it! I hope i can help you with this post and get the idea. Im glad about alive as is, dont get this wrong. So i just will write here some stuff what reaches me from our clan members (and inside my brain) about the "first" real contact with it.

    System:

    • Warroom account not synct with this forum. You need 2 accounts for beeing alive ;=)
    • Warroom Worldmap is crowded, many inactiv clans, no good overwatch what clans are active in our country using alive.
    • Warroom "looking for group" is a bit confusing, search dont work.
    • You cant apply to a clan over their clan page and dont see in the clanpage what they stand for and see their application text.
    • Warroom dont accept our domain. it contains a "ä" and is very long, so even our official email adress i cant use (more then 32 chars). At the moment i use a http://xn-- but this dont looks good ;)
    • Signature dont work? [IMG ] http:/ / www. alivemod com/api/sig?id=xxxxxxxx[/IMG], we need to add .jpg so it looks like: [IMG ] http:/ / www. alivemod com/api/sig?id=xxxxxxxx.jpg[/IMG]

    About statistics, we are not after the kill/death ratio, more about the: What did we wrong, what can we do better, what needed to be trained. ATM @ warroom "personal" i just see "loading..", so perhaps it is already there ;)

    • Is it possible to see how effective a player/unit/utility was on (only) THIS mission? At the moment i only see global statistics over all missions and a live view of a specitic mission, is this right?
    • More statistics possible? how many civilians were killed (friendly ones) ? e.g. % of the mortar hit rate (appears in the AAR as soon as a player entered the "tool"? So we can see in the after action report how well this tank was or this group of players? Or, i dont know if there is a statistic data about an ai was suppressed by player actions -> % of how often this player suppress an ai (changes of stances?). No better idea ;)
    • we are using ace3. this mods statistics wont be availible for alive data right? How often 1 person get woundet and received medical aid? And in comparison what group needed the most medical aid and so on?
    • we are using BWMod and RHS. What happen with this statistics? Alive dont know all these i think?

    i will end here, i think enough blah.

  2. Tupolov

    Show in context Administrator

    You started with 6CPS - this is usual at the start of any mission as everything syncs. Its also not usual to get drops as units get spawned and then it bounces back.

    During the mission you had 39 CPS

    "perfMonitor.fsm message sent: [["Type","Data"],["FPS",45977],["FPSMIN",37037],["CPS",39106],["PLAYERS",21],["LOCAI",0],["REMAI",64],["Active",29],["Inactive",24],["Units",287],["PVehicles",32]]"

    There was a period where you had 200+ AI spawned and running and CPS drops to 1. ALiVE can't do anything about the Arma engine limits of number of active AI * player count when it comes to CPS. In general, you should aim to have less than 200 actively spawned AI.

  3. Tupolov

    Show in context Administrator
    Edited 9 years ago by Tupolov

    I wouldn't recommend running ASM and ALiVE Perf monitor, as that will impact performance. The checks they run can be intensive, so either one or the other.

    We do appreciate your feedback, please don't take our response the wrong way :) Just wanted to state that we don't expect high CPS when AI goes above 200.

    For the first 45 mins your CPS was above 28. Once you increased AI on the HC above 190 and local AI went above 10, CPS crashed to 1 etc. CPS recovers as AI decreases.

    http://i.imgur.com/99cOzmU.png

    You are correct in that your CPS was 1-6 after 45 mins (sorry I was looking at the logs first 45 :) )

    Interesting to see that HC didn't improve things that much, other than keep FPS high on server, CPS is still impacted by high AI count. CPS is the number of conditions evaluated per second in "unscheduled" environment, AI reaction may be impacted here when low.

    Are you using the group spawn limiter with ALiVE Virtual AI to try to keep AI count down?

    Now to some of your other feedback

    Warroom account not synct with this forum. You need 2 accounts for beeing alive ;=)
    Warroom Worldmap is crowded, many inactiv clans, no good overwatch what clans are active in our country using alive.
    Warroom "looking for group" is a bit confusing, search dont work.
    You cant apply to a clan over their clan page and dont see in the clanpage what they stand for and see their application text.
    Warroom dont accept our domain. it contains a "ä" and is very long, so even our official email adress i cant use (more then 32 chars). At the moment i use a http://xn-- but this dont looks good ;)
    Signature dont work? [IMG ] http:/ / www. alivemod com/api/sig?id=xxxxxxxx[/IMG], we need to add .jpg so it looks like: [IMG ] http:/ / www. alivemod com/api/sig?id=xxxxxxxx.jpg[/IMG]

    1. We are short of web dev resource atm, good idea about the 2 accounts! Will look at that.

    1. We will start pruning the DB soon and that will eliminate inactive groups, but still we never planned on being so popular! ;)
    2. Can you elaborate?
    3. Join a clan via the Join Group function (search for the group you want then click Apply)
    4. Will log it as a bug
    5. Sigs work fine - don't add jpg otherwise your sig will never update.

    Note my sig on BIF https://forums.bistudio.com/topic/159708-alive-advanced-light-infantry-virtual-environment/?p=2932007

    I use:

    [center]
    [url=http://alivemod.com/war-room/showpersonnel/76561197982137286][img=http://alivemod.com/api/sig?id=76561197982137286][/url]
    [url=http://alivemod.com/][img=http://www.vrcombat.com/alive_footer_white_1.gif][/url]
    [url=https://www.facebook.com/pages/ALiVE-Advanced-Light-Infantry-Virtual-Environment/547638945305077][img=http://alivemod.com/img/alive_footer_logo1.png][/url][url=http://www.youtube.com/user/ALIVEARMA3][img=http://alivemod.com/img/alive_footer_logo2.png][/url][url=https://www.facebook.com/notes/alive-advanced-light-infantry-virtual-environment/twitch-streamers/547655988636706][img=http://alivemod.com/img/alive_footer_logo3.png][/url][/center]
  4. 8 years ago

    #2: thx, clear now!

    #3: Hmm no and i dont like to use external scripts again, i try to stick with mods and ALiVE. Just an idea: Take 3 Supplytrucks, load them with XYZ (Fake supplys) and at the place you can take out perhaps pre defined stuff for bigger outposts? This stuff already with ai path and places ready.

    #4: ok this is not really a bug, just again as a info. e.g. arma2 bunker is filled with 5 ai (its warm in here) and they get stuck. Perhaps a filter would be nice to prevent placing > 4 beside each other within 30cm?

    #5: I make a campaign and we start from our homebase. For a mission you need to decorate this base, you need to make it look like a mainbase. Just take one of the airports from altis (not the main big one). They look more like a amateur landing area, not as a military base. I just want to ask if there are ways that alive can help me get this base builded nice, with realistic feeling, with ai patroiling around the base and uses military buildings (look-out i need to place). And all that FAST. As i said i like ALiVE to manage all this micromanagement, i just want to macro. So im not that lego building guy that want to plan a military layout over 5 hours.