Having Server Lag

  1. 2 months ago
    Edited 2 months ago by Opendome

    Hey everyone!

    Im struggling with balancing my server. A few times when weve onyl had 6 ot 7 players on in the same location the server gets bogged down to 10 fps for all clients and then damage stops registering for AI. Im using the script version of Vcom, ALiVE, CBA, TFAR, RHS, Spyder addons, CUP terrains, and Isla Duala. The server is a i7-7700K @4.20 GHZ, 4 x 16 GBS of RAM, 2 x 450 GB hard drives.

    Im getting a lot of Object not found (Message type_93) and Object not found (Message type_121) messages but it looks like those are related to things depsawning.

    I have

    ALiVE Required Module
    AI Distribution: Headless Clients

    ALiVE Data module

    ALiVE Player Options module

    ALiVE VIrtual AI System
    Spawn radius: 1000
    Heli radius: 1000
    Plane radius: 0
    Active Limiter: 144
    Virtual Unit Speed: 50%
    Virtual Combat Speed: 50%
    Smooth Spawn: 0.6

    Ambient Dynamic Weather Module
    Set to real life

    Civilian Placement Module
    Objective size: Ignore tiny objectives
    Placement Level: High
    Ambient Vehicles: Low

    Civilian Population:
    Active Limiter: 15
    Spawn Radius: 800
    Spawn Radius Heli: 800
    Spawn Radius Place: 0

  2. Edited 2 months ago by Opendome

    OPFOR Faction:

    AI Commander synced to Military Placement and Civilian Placement Modules of INDEP faction
    Control Type: Occupation
    Max Simul Attacks: 10
    Min Recruitment Size: 2

    Military Placement Module synced to AI Commander
    TAOR: Set to a TAOR which covers the top half of the map
    Objective Size: Do not filter
    Objective Priority Filter: Do not filter
    Force Size: 100 units
    Camps: Medium
    Create HQ: Yes
    Create Field HQ: Yes
    Place Air Units: Yes
    Place Supplies: Yes
    Ambient Vehicles: Low

    Civilian Placement Module
    TAOR: Same TAOR as Mil placement (top half of the map)
    Objective Type Filter: All
    Objective Size Filter: Do not filter
    Objective Priority Filter: Ignore low priority objectives
    Force Size: 200 units
    Roadblocks: Medium

    Military Logistics Module synced to AI Commander
    Reinforcement Type: Dynamic
    Force Pool: Infinite

    CQB Module synced to AI Commander:
    CQB Locations: Complete Map
    Probability: 2%
    Density: Off
    AI Amount: Fireteams
    Spawn Ground: 700
    Spawn Heli: 0
    Spawn Plane: 0
    TAOR: Same TAOR as the other OPFOR modules

    Military Air Component Commander synced to AI Commander
    Available ATOS: ['CAP','DCA','SEAD','CAS','Strike','Recce']
    Airspace Markers: Same TAOR as the other OPFOR modules
    Create HQ: Yes
    Place Air Assets: No
    Place Anti Air: No
    Generate Player Tasks: No

  3. INDEP Faction:

    AI Commander synced to the Mil Placement/Civ Placement modules of the OPFOR Commander
    Control Type: Asymetric
    Installations: Medium
    Max Simultaneous Attacks: 10
    Min Recruitment Size: 2

    Military Placement Module synced to INDEP AI Commander
    TAOR: TAOR covering lower half of the map
    Objective Size Filter: Do not filter
    Objective Priority Filter: Do not filter
    Force Size: 100
    Camps: Medium
    Create HQ: Yes
    Create Field HQ: Yes
    Place Supplies: Yes
    Ambient Vehicles: Low

    Civilian Placement Module Synced to INDEP AI Commander
    TAOR: TAOR Covering lower half of the map
    Objective Type Filter: All
    Objective Size Filter: Do not filter
    Objective Priority Filter: Ignore low priority objectives
    Force Size: 200 units
    Roadblocks: Medium

    Military Logistics synced to INDEP AI Commander
    Reinforcement type: Dynamic
    Force Pool: Infinite

  4. Then for my HCs I have two Headless Client modules placed on mission way off to the side that are both playable with the roles descriptions of hc1 and hc2. I added

    // HEADLESS CLIENT
    headlessClients[] = {"127.0.0.1","My server IP"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"};
    localClient[] = {"127.0.0.1","My server IP"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"}

    to the bottom of my server.cfg

    I open two terminals and run
    ./arma3server -client -nosound -connect=localhost -port=2302 -password=ServerPassword -mod=My client side mods.

    then the HCs connect to the server and fill the HC slots as they should

  5. My first guess would be the CQB density setting.

  6. SavageCDN

    Sep 26 Moderator
    Edited 2 months ago by SavageCDN

    Post your server's RPT file for us to look at as well (for # of objectives, etc)

  7. @marceldev89 My first guess would be the CQB density setting.

    Normally I'd agree but unless I missed a second one, it's at 2%

  8. Edited 2 months ago by HeroesandvillainsOS

    What happens if you lower the random camps and roadblocks? For a quick test, turn those off and see if it improves. Random camps can particularly add quite a few objectives on certain maps. I do use it, but never to above low. If performance is ok but I need more, I'll manually add a few myself with cust obj's.

    You could also try filtering the mil obj's to small too. Isla Duala has a lot of mil obj's if I recall.

  9. Hey guys thanks for the replies! Heres my rpt

    https://pastebin.com/DyqstJKV

    I haven't had a bunch of people on and testing since I added HCs so hopefully that will help as well. Thanks Ill try turning down camps too

  10. @HeroesandvillainsOS Normally I'd agree but unless I missed a second one, it's at 2%

    Probability is set to 2%, density is set to "off". ^^

  11. @marceldev89 Probability is set to 2%, density is set to "off". ^^

    What would you recommend for density?

  12. @marceldev89 Probability is set to 2%, density is set to "off". ^^

    I was under the impression density would add additional CQB comps. Off being the lowest you could possibly set and still have CQB present (in current map placed buildings only). Am I wrong on that?

  13. Thats what I always thought too

  14. Oops, I misinterpreted the values. "Off" is the highest value and I assumed it was the highest density but it's actually used for a distance check between CQB houses. My bad. :D

  15. @marceldev89 Oops, I misinterpreted the values. "Off" is the highest value and I assumed it was the highest density but it's actually used for a distance check between CQB houses. My bad. :D

    Hmm. Can you ELI5 what density for CQB does?

  16. Edited 2 months ago by marceldev89

    Basically it checks surrounding houses of a CQB building and if it's within a certain range (the density setting) it makes that building also a CQB building. Ranges being off (99999m), low (2000m), medium (1000m), high (700m) and very high (300m). Something like that. ^^

  17. Excellent breakdown. Thanks. :)

  18. Ohhh so very high is the lowest density of CQB buildings?

  19. Edited 2 months ago by marceldev89

    No the highest, the lower the number the higher the density. The number is the minimum distance between CQB houses.

  20. Edited 2 months ago by HeroesandvillainsOS

    Haha both of your posts are confusing as shit. Lol

    @Opendome the lower the density, the less CQB. Marceldev89's post above explaining the density mechanic is actually worded pretty well.

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