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Posted: Fri Feb 19, 2016 9:22 am     Super secret spam barrier
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Evrik, found a post last night, that indicated it might be due to the number of resources being allocated in a short period of time e.g. So rapid spawning of units. 

If that is the case then it might not be the actual mod, but general server load triggering a time out.

Perhaps try to slow the spawn rate?

Also, since miniguns are known to cause lag, perhaps a test with those.  Especially since one crash was reported to happen when A10s were being used.


Posted: Fri Feb 19, 2016 9:53 am     Super secret spam barrier
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It is appearing more likely that the issue is down to a mix of ALIVE and ACE3. The ALIVE devs have reproduced the error with just ALIVE, CBA, and ACE3 running. It is likely to be an error or combination of errors in the more advanced scripts of ACE3 (advanced ballistics is often mentioned) conflicting with something else that overloads the servers resources in one instant / causes a memory leak / or constantly spams it which results in desync etc... While on the surface that might not explain why some of our missions work and other don't, the ones quickly falling over could be being exaggerated by further issues between ACE3 and the incorrect hit points on Leights Taliban for example (which haven't been updated since the hit point system was overhauled in 1.54), which we use in Green Zone, Hearts and Minds etc.. and reduced by using vanilla AAF units on Copper Valley.

Scofer, 50 seems a little high. I think most of my Public Server missions have it set at around 30-35.


Posted: Fri Feb 19, 2016 10:00 am     Super secret spam barrier
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I thought we have advanced balistics off on the pub?

There is no war to end all wars.


Posted: Fri Feb 19, 2016 10:10 am     Super secret spam barrier
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I believe our default is advanced ballistics off for everything except snipers.

Apollo, may be able to confirm, otherwise I'll check tonight


Posted: Fri Feb 19, 2016 10:22 am     Super secret spam barrier
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My point was not specific to the Advanced Ballistics (which we do have on in a limited fashion), nor even to our particular server / mission. It was a comment on the results produced by the ALIVE dev and other contributors to that debate. It is likely that some of the more complicated scripts inside ACE and ALIVE are conflicting in a certain way, considering that it can be reproduced by just running those two mods and CBA_A3.

Edit: That mission isn't mine. I usually reduce it down dependent upon the map / AI. The Chernarus one I am making has it reduced due to the general FPS hit due to the high trees / grass on Chernarus compared to Takistan and Reshmaan. Also, Taliban are easier to kill as they don't have the body armour so I would allow more of them. AAF and RHS units can usually absorb several 5.56 shots before they die. This is just personal preference. If 50 works fine on Capraia then, fair enough.


Posted: Fri Feb 19, 2016 11:18 am     Super secret spam barrier
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Symptoms
-
players see others freeze in place or walking on the spot
- vehicles rubber band
- players will claim to be at the same place but not see each other
- players may not be able to join in progress
- red chains sometimes, but not always
- desync = 0 in map/player info
- suddenly occurs for all players, seemingly randomly from 5 minutes to 3 hours into a mission

- server rpt huge, spammed with specific error messages 
- server reports very low on virtual memory (memory leak)

Facts
- it started happening after the A3 v1.54 update and/or updates to @alive and @ace
- it doesn't occur with just @alive
- it goes away if you remove @alive from a larger modset
- it may go away if you remove either or both of @ace and @rhs_
- it goes away if you backdate to A3 v1.52
- many other groups are suffering, all with disparate server boxes, Arma installs, modsets, player base

Conclusions so far
- it's not map dependent (same map, @alive=ok, @alive/@ace/@rhs=broken)
- it's not our scripts (other groups have the problem)
- it's not related to spawn density (happens with minimal ai numbers, even with all players still at base)
- it's not player number related (happens with 2)
- it's not related to fixed wing aircraft (happens with no aircraft in the air)
- it's not related to any kind of combat or gun-fire (happens with all players in base)
- it's probably not @ace module settings, as all of our missions have identical parameters (ballistics etc); some work, others don't
- it's not Opfor type - server freezes with BIS AAF enemy (although RHS/Leights is still loaded but not being used)
- it doesn't appear to be related to a particular @alive module; I knocked it back to the bare minimum last night and still saw rpt spam; asymmetric or conventional alike

Resolution
- @alive devs have acknowledged problem
- it's being actively worked on by @alive team and other groups

Options
1) Run a limited set of stable missions until a solution is found
2) Remove @ace3 and @rhs mods (6-7 hours editing work, but people won't like it one bit without @ace)
3) Remove @alive (massive amount of work to rewrite missions with alternative ai spawn mechanisms, unfeasible)

Option 1 seems to be the best course of action.

There may be logic holes in my conclusions - feel free to point out errors or suggestions.


Posted: Fri Feb 19, 2016 11:29 am     Super secret spam barrier
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I second option 1. I don't like playing without ACE but that's just personal preference. However if we are considering option 2 wouldn't this cause issues with loadouts and vehicle loading scripts that include ACE items? And do our Javs rely on ACE for anything. (or am I way off here?)

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Posted: Fri Feb 19, 2016 11:39 am     Super secret spam barrier
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I'm guessing everyone will agree on option 1, so I wasn't really intending a vote type thing. If anyone strongly thinks option 2 is better they can give reasons to persuade, but unless there's a massive uprising of opinion (or alternative options I haven't thought of) we'll go with option 1.

But to answer the specific question:
We built in auto-compatibility with the 3CB mods to work with or without @ace (load-outs self adjust, weapons still work etc), although you obviously lose features that are @ace specific.


Posted: Fri Feb 19, 2016 12:23 pm     Super secret spam barrier
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Ace if the difference between arcade and milsim in my opinion. We would lose too much by disabling it.


Posted: Fri Feb 19, 2016 12:26 pm     Super secret spam barrier
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since the 1.56 update of arma .. the 'kittin hearding helpers' ... aka .. 'the hexagons' a SL can draw arround Squadmember by taping the tilde key ( the button next to 1 that isn't 2 ) aren't been drawn anymore ... not sure if its an 'feature' with intend .. or bug


... i want ma 'kitten hearding helpers' back ... 


.. cheers moeses

ps: The hog badger (Arctonyx collaris) is a species of badger. They are found in central and southeast Asia. It is listed as near threatened.


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