Desync (SOLVED)

  1. 8 years ago

    Hi again. I finally got my mission working on my server. Tested it today with 1 buddy and we experienced massive desync.
    i edited the mission and adjusted the following settings down to this.

    Virtual AI active limiter - 25
    Civilian Population active limiter - 15

    As we entered Zargabad city we got in a small firefight and we desync'd to the point where the server wasnt working.

    I was hoping someone could help me with why this is happening. I Checked the basic.cfg of the server i rent and i dont understand anything of it because its the first server i've rented.

    It is a virtual server and it came with a pre made basic.cfg and it looks like this. Also the server is running a Xeon E3, 1GBs bandwith and SSD's

    // These options are created by default
    language="English";
    adapter=-1;
    3D_Performance=1.000000;
    Resolution_W=800;
    Resolution_H=600;
    Resolution_Bpp=32;
    
    
    // These options are important for performance tuning
    
    MinBandwidth = 131072;			// Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
    MaxBandwidth = 10000000000;		// Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
    
    MaxMsgSend = 128;			// Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
    MaxSizeGuaranteed = 512;		// Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
    MaxSizeNonguaranteed = 256;		// Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256
    
    MinErrorToSend = 0.001;			// Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
    MinErrorToSendNear = 0.01;		// Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01
    
    MaxCustomFileSize = 0;			// (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.
  2. Tupolov

    14 Mar 2016 Administrator

    Might be related to the freeze issues we have been seeing. A fix is on its way.

  3. Please let us know if you are still experiencing this with the latest ALIVE update. Marking as solved for now.

 

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