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Posted: Sun May 24, 2015 1:44 pm     Super secret spam barrier
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Benzy wrote:
Guys, white list not helicopter thread, lets keep this one on topic as Apollo is asking.
I've moved the posts, we are now in the public server feedback thread:)


Posted: Mon May 25, 2015 4:58 pm     Super secret spam barrier
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v6 ready to go up on next restart. Changelog in mission thread.

However, Tuesday will see a new mission from Kryklin on the public server set in Chernarus.


Posted: Tue May 26, 2015 1:10 am     Super secret spam barrier
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Mission: Kryklin_DeathStalker_v7.Chernarus
Server Mod Line and Repo: unchanged


Posted: Tue May 26, 2015 12:43 pm     Super secret spam barrier
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 @Cupcake: The FPS are obviously an issue but the impossibly hard south is by design. Don't go there if you have <1 mechanized troop.


Posted: Wed May 27, 2015 12:00 pm     Super secret spam barrier
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Air units shouldn't be spawning anything in on the ground. It is one of the major causes of FPS loss if you have helicopters flying around the map spawning in enemies well away from the player infantry. It should be limited to ground units only, like it is in the majority of public server missions.

"Never turn down an ale, who knows if it may be your last."


Posted: Wed May 27, 2015 2:30 pm     Super secret spam barrier
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Cupcake wrote:
RDogg wrote:
Quote:
I was flying a wildcat pretty much next to the map borders and suddenly a Shilka popped up a klick infront of me, kinda poopy.

This was also happening in the smaller version of Chernarus (Bastrica or something?). Kept having AA literally spawn visually in front of me.
Its not due to the map, its because ALIve spawns units while in the air which shouldnt be, obviously. You could literally spawn all units on the map by just using the UAV, setting waypoints at high altitude and let it fly over the map grid by grid. Seems like it has been fixed with v8 though so good job Kryklin! Keep it up, I like the mission

I dont know the setting used on the map but usually ALIVE is spawning everything on startup and will just start to display units if a player is in a certain range. You can set a seperate setting for air units, but this needs some fine tuning to not kill the performance.

On Previous mission I used 2000-3000m for ground units, depending on the general performance of the map. For air units, I usually did use 2000m.
 


Posted: Wed May 27, 2015 2:58 pm     Super secret spam barrier
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good feedback...

We always set ALiVE to not spawn units from air traffic - causes serious stuttering and FPS lag for 99% of players.

HOWEVER UAV's WILL spawn Ai - as that's kind of the point - worth noting that as it could cause lag if abused.

We use a std spawn radii of 800m to 1500m (was 800 Max last time I checked) any more and it will again bring the 3CB interwebs to its knees. Server can handle it - but web traffic cannot.

Issue comes from the total area of spawn - two groups 5km apart - which isn't unusual - would generate more than 25km Squared of Spawned units at 2000m radii - That's definitely not cool :-)

With an 800m spawn the total area is just over 4km squared, more manageable


Posted: Wed May 27, 2015 4:20 pm     Super secret spam barrier
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We also use @alive's function to restrict the total number of AI physical spawns, regardless of how many are virtualised.

So it is not necessarily true to say that if every area on the map was occupied by a player/UAV that all AI would be spawned and that the server performance would suffer. This is in reference to military and civilian objective module placed units; CQB units do not have a spawn limit, but as they are handled by the headless client, it's not such an issue.

In the example of players in multiple heavy AO's, what does happen which can be a problem, is that as AI die they are replaced, up to the spawn limit, by virtualised units which suddenly pop into view, possibly at close range to players. However, for BEST server performance it is wise to stick with one AO.

Pilots need to be aware that on some missions there are also non-Alive controlled permanent anti-air units placed on the map in strategic locations to make their life more 'interesting'. These don't just pop up, but are always on duty looking for unwary 3CB pilots. Also, ON NO ACCOUNT should a pilot fly off the edges of the map. This, in my book, is cheating. ;-)

As SJ says, all of my missions have
- no spawn from air units
- 800m spawn distance
- between 30 and 50 group spawn limit, approximates to 200 to 400 units physically spawned at any one time
- virtualised AI, probably in the range 1000-2000 with about a 1000+ on reinforcement standby


Posted: Wed May 27, 2015 5:41 pm     Super secret spam barrier
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RDogg wrote:
Quote:
Pilots need to be aware that on some missions there are also non-Alive controlled permanent anti-air units placed on the map in strategic locations to make their life more 'interesting'. 

I can confirm my life has been made more interesting while flying on my own innocently on the way back to base! :D

But at least that explains it, I used to think Alive was broken or something spawning AI despite flying.

Sorry! You can blame SJ, it was his idea.  :-)


Posted: Wed May 27, 2015 7:31 pm     Super secret spam barrier
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mwah ha ha ha

It's a darn sight easier than when I built them - I had interlocking fields of fire - Cannon supported by man-pad emplacements...

Infantry had to do some serious recce before a fly-over was possible... Did slow the server down a bit though with 345 Shilka on the map....


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