3 Commando Brigade

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Posted: Tue Aug 05, 2014 7:01 pm     Super secret spam barrier
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Public Server Feedback


The aim of this thread is to build up a log of feedback on the new (currently vanilla) public server's performance & gameplay. With each new mod added, any bugs/performance changes can be reported here.

We'll be starting with this modset:

Spoiler


The mission will remain as a constant: AW Invade & Annex (Altis)


Please can you state the modset first, and then your feedback. This is so I can keep track of/keep a history of feedback. E.g:

Modset 1
<my feedback>


For Admins/Me
Time | FPS | CPS | PL | AIL | AIR | OC0 | OC1 | OC2
ASMlog_server_1A28_co50_AW_Invade_&_Annex_2_65b.log [Modset 1]


Posted: Tue Aug 05, 2014 7:06 pm     Super secret spam barrier
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Stability Graph (Modset 1)
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I'm not looking necessarily for high frames, but more for consistant frames/performance.

Edit:
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- OC[0..2] three independent, customizable "counter" (.sqf based)  - PL# Number of alive player units
- AIL Number of alive server local AI units
- AIR Number of alive AI units on connected machines (remote)
- FPS (on a server this means simulation cycles per second)
- FPSmin (the minimum FPS of the last 16 cycles, hist. graph only)
- CPS Condition-evaluation per Second (rel. to AI response delay, VM load)
- MEM Amount of allocated physical memory
- NTI Network Traffic Incoming [kByte/s]
- NTO Network Traffic Outgoing [kByte/s]
- DIR DIsk Read [kByte/s]
- Name of the currently played mission (missionName)
- Name of the instance profile (profileName)


Posted: Tue Aug 05, 2014 7:08 pm     Super secret spam barrier
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I never understand those graphs. :(
Jamie give me an explanation! :>

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Posted: Tue Aug 05, 2014 7:12 pm     Super secret spam barrier
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This might help:
https://github.com/fred41/ASM/

Quote:
- OC[0..2] three independent, customizable "counter" (.sqf based) - PL# Number of alive player units
- AIL Number of alive server local AI units
- AIR Number of alive AI units on connected machines (remote)
- FPS (on a server this means simulation cycles per second)
- FPSmin (the minimum FPS of the last 16 cycles, hist. graph only)
- CPS Condition-evaluation per Second (rel. to AI response delay, VM load)
- MEM Amount of allocated physical memory
- NTI Network Traffic Incoming [kByte/s]
- NTO Network Traffic Outgoing [kByte/s]
- DIR DIsk Read [kByte/s]
- Name of the currently played mission (missionName)
- Name of the instance profile (profileName)

;)


Posted: Tue Aug 05, 2014 8:18 pm     Super secret spam barrier
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Nice and stable FPS (45-50) and good performance. AI were surprisingly challenging but didn't seem overpowered as the 6.5 rounds drop them just fine. The only issue I saw was with the incorporated medical system (I am guessing it is BTC). Playing as a medic I wasn't always able to revive players once they were down. It seemed very hit and miss and didn't seem to be any other explanation (I had medical kits and first aid kits and was in a dedicated medic slot).

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


Posted: Tue Aug 05, 2014 8:48 pm     Super secret spam barrier
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Ugg weapon sway + 3d Scope = Combat ineffective....


Posted: Tue Aug 05, 2014 8:50 pm     Super secret spam barrier
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Serjames wrote:
Ugg weapon sway + 3d Scope = Combat ineffective....

James this is not useful. Please provide feedback specifically on server performance and stability.


Posted: Tue Aug 05, 2014 9:05 pm     Super secret spam barrier
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Some laggy moments - weird sounds lagging from machinegun fire etc..

Ugg weapon sway + 3d Scope = Combat ineffective....


Posted: Tue Aug 05, 2014 9:05 pm     Super secret spam barrier
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Serjames wrote:
Ugg weapon sway + 3d Scope = Combat ineffective....

lol


Posted: Tue Aug 05, 2014 9:15 pm     Super secret spam barrier
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I've gotta say, after playing pretty much all day on the server - it's been running really well for me. I never dropped below 30fps (which is really good for me). Server stability has been fantastic.


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