Member
Last active 8 years ago
Bad news for us because we often play ->ace3 ->without instant death. So this is not fixable in a short term? Should i open a ticket @ ace?
We also use (at the moment, we need to investigate more :( ) ASR and it works ok (HC+Server). Only 2 thing is that they split up too often (?) and attack from too far away (ace) with iron sight. When firefights take longer we only see single enemy running/standing around. We dont know why all groups split up after a while.
Its very hard because we dont have 1 AI "mod", they all do usefull stuff but it seems that using "all" (3) causes some problems.
So. First WOW Test tonight. Results:
1 Player (me), same mission as saturday, with same mods (except alive data): https://onedrive.live.com/?authkey=!AKQKSl6xc1Y22U0&v=3&cid=E8CFBEE28DEF33C6&group=0&id=E8CFBEE28DEF33C6!271&parId=E8CFBEE28DEF33C6!270&o=OneUp
As expected: main server bad cps, headless client average fps (still ok for 437 ai's i think).
1 Player (me), same mission as saturday, without any mods (except alive & cba): https://onedrive.live.com/?authkey=!AC3VlFBGuDLBJhc&v=3&cid=E8CFBEE28DEF33C6&group=0&id=E8CFBEE28DEF33C6!272&parId=E8CFBEE28DEF33C6!270&o=OneUp
Ok. Looks like our mods used on saturday needs much testing what mod is causing this bullshit. I hope not all. No freak mods used. :(
we used 2 days ago: -mod=@AllInArmaTerrainPack;@CBA_A3;@HAFM_A3;@HAFM_EC635;@JSRS2.2;@LeightsOpfor;@RAM;@RHSAFRF;@RHSUSAF;@ace;@bwa3;@task_force_radio;@ALiVE;
Friznit: http://pastebin.com/Bp6ATc2U
i know you can only do with arma3 what arma3 can do. This is no critic, only feedback. If this helps you im glad ;)
39 CPS? cant be. I looked @ arma3 server monitor live on my 2nd monitor while in the mission and after the mission i checked ALiVE Performance Monitoring and he tells me the same.
We startet with ~43cps and ended with 38cps but most time of the 3h session we had 1-6.
https://onedrive.live.com/redir?resid=E8CFBEE28DEF33C6!268&authkey=!AFupgkRC6yrDSOc&v=3&ithint=photo%2cpng
all ai where on HC (beside 3-14 while spawning).
To get this turn around: Only a few players had performance issues, the most are really impressed! No yellow chains, only the 2 heavy laggs (but no red chain). The ambient was good and for our first "bigger" performance heavy Missions it runs great! Its still a longer way then i expected to bring all missions builders to alive :P im working on it.
we had an "test" event tonight. 99% build with alive, we were 21people.
here the server rpt:
https://mega.nz/#!cZUDBBZB!DGMuaFjJC8jAwOk1Vy3Gk9G9A56nBhUQqmbdo8FUd8U
With this "mod" i dont doubt you are full of ideas. Hopefully with more and more alive missions coming up i can/will report more if there are any usefull informations from the players.
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:
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 ;)
i will end here, i think enough blah.