seamus 10 Posted December 29, 2010 Hi all,i have bought arma 2 and arma ah and the expansions,but for some reason when i play on multiplayer on cti,when sniping into a town the ai infantry on the the enemy side,lag like crazy when i try to snipe them,I am from europe and most servers i play on have around 40 ping,does anyone else have this problem and is there a fix?:confused: Share this post Link to post Share on other sites
Beagle 684 Posted December 29, 2010 My fix: don't play on crowded servers that have more A.I. runnign than the server hardware can handle. A.I. will always warp a bit due to suboptimal netcode, but it is managable as long as the parameters are not set to exegerated amounts of A.I. or capturable towns. Share this post Link to post Share on other sites
seamus 10 Posted December 29, 2010 Ok so is there any way that to know what servers have more A.I,?also can you recommend any servers to me?thanks Share this post Link to post Share on other sites
duffbeeer 10 Posted December 29, 2010 Hey seamus, saw you playing Warfare with us last night. The "Lag" issue is very appearent in Warfare modes because every town gets its AI+the 2 teams. The servers also seems to have some ups and downs performance wise during the session. I really dont know myself either. No new player is entering or leaving the server when i get connection problems and the issues disappears as fast as it showed up. Share this post Link to post Share on other sites
Eclipse4349 2 Posted December 29, 2010 (edited) Hey seamus, saw you playing Warfare with us last night. The "Lag" issue is very appearent in Warfare modes because every town gets its AI+the 2 teams. The servers also seems to have some ups and downs performance wise during the session. I really dont know myself either. No new player is entering or leaving the server when i get connection problems and the issues disappears as fast as it showed up. The lag at increased distances, from what I hear and have observed, is due to the location of far away units being updated less frequently than those that are closer. This is done to save on bandwidth requirements. If you guys are interested in Warfare, I have fully functional Warfare missions I will be releasing as a pack soon that have only 1 capturable town. With my settings tweaks and set-up, Warfare is much more action packed and faster developing than standard Warfare. It was always my favorite all-encompassing mission type, but was way too big for small numbers of players, making it take way too long to really get interesting. So, I eventually found a script pack for custom Warfare missions (credit to Lucik), and decided to finally make my own! The current set up is like this, but is still being tweaked based on our playtesting: Both sides start about 1km away, and have enough supplies to build a barracks and light factory. There is only one town to fight over, making it a BLAST for small numbers of players. Each squad can have up to 5 units, and there are up to 8 playable team leaders per side, starting with $1500 each. There is also a dedicated defense team in each base. AI team leaders can be selectively disabled, or entirely disabled. The payoff for kills is set to 1 x the cost of the unit destroyed, and the town increases supply value rapidly when captured. What unfolds is an up close and personal battle, immediately involving Blufor vs. Opfor. The AI will engage in heated battle with no human intervention at all, just because of the Warfare module. Lag is not an issue due to only having one town and it's associated AI, until one side or the other captures it. The supply depot in the town is set to reach its maximum supply value quickly, so the side that controls it will be rewarded with enough supplies to expand their base much faster than in traditional Warfare. Payouts for kills being equal to the cost of the unit makes it more cost effective to recruit a squad, as each member obly needs one kill to pay for itself. This rewards the more careful squad that takes more losses while punishing the reckless with a lack of funding, which more than likely will mean a loss. I will be copying this template to towns throughout Chernarus and Takistan, and releasing a mission pack soon. Add me on xfire at tom43491, or Steam at Tom4349 if you would like to hook up. My buds and I have been having a blast testing and tweaking it. :) Edited December 29, 2010 by Eclipse4349 Share this post Link to post Share on other sites
duffbeeer 10 Posted December 29, 2010 This sounds awesome m8! Im really interested in that. Its truely an issue when you need 5 -6 hours for a Warfare match to become interesting. What do you think about 3 towns in total? I can imagine that having the single town in the middle will make one team superior to fast and it could be to one sided? Anyway im up for testing! Share this post Link to post Share on other sites
Eclipse4349 2 Posted December 29, 2010 (edited) This sounds awesome m8! Im really interested in that. Its truely an issue when you need 5 -6 hours for a Warfare match to become interesting. What do you think about 3 towns in total? I can imagine that having the single town in the middle will make one team superior to fast and it could be to one sided? Anyway im up for testing! Holding the town making one team superior is the goal, and the settings are tailored to that end. This is done intentionally to make holding the town important, and to make the match move along quickly, even playing 1 on 1. After releasing my 1-town warfare pack, my next step was going to be 2-3 town missions that would have a lower supply rate per town. I wanted to start with a good setup for very low numbers of players and go from there. I host the missions myself on a 7mbit upload connection, and so far, no reports of lag beyond the normal long-distance lag that happens all the time. Add me on xfire and steam and we'll hook up, and bring your buds. :) Edited December 29, 2010 by Eclipse4349 Share this post Link to post Share on other sites
djczing 10 Posted December 30, 2010 As far as an answer to the warping of AI at long ranges, the server config parameter that helps (or fixes) that situation is the 'MinErrorToSend" parameter. Setting it lower improves or fixes the warping at long distance (and in scopes). I run a small server on underpowered hardware, and set that param to 0.005 to cure the warping issue -- of course, there is only so much it can do -- if the hardware is severely underpowered then it may help but not fix the problem, and there are tradeoffs. Search the forums on that parameter and you will probably find all the answers you need. Share this post Link to post Share on other sites
Eclipse4349 2 Posted December 30, 2010 As far as an answer to the warping of AI at long ranges, the server config parameter that helps (or fixes) that situation is the 'MinErrorToSend" parameter.Setting it lower improves or fixes the warping at long distance (and in scopes). I run a small server on underpowered hardware, and set that param to 0.005 to cure the warping issue -- of course, there is only so much it can do -- if the hardware is severely underpowered then it may help but not fix the problem, and there are tradeoffs. Search the forums on that parameter and you will probably find all the answers you need. Where is the config file that would contain the settings for an in-game hosted server? Or would the same one that pertains to a dedicated server also relate to a hosted server? Where is this file exactly? Thanks! Share this post Link to post Share on other sites
Eclipse4349 2 Posted June 7, 2011 Still trying to find the answer to this question... The warping is still Arma's number one issue. It makes any decent mission unplayable! Share this post Link to post Share on other sites
EasyC 10 Posted June 8, 2011 You're right, it is the number one issue...that's why it's the highest voted ticket on dev heaven. Though I doubt it will ever get fixed...at least not correctly. Share this post Link to post Share on other sites