kaysio1 1 Posted June 8, 2012 My clan has rented a 32 slot Arma OA game server hosted by http://alpha-networks.co.uk/home The problem is sometimes the game lags, with even only 3 people on it. Frame rates drop down to 9fps, then by back up to 40-50pfs after a few mins. Also we are seeing a lot of people joining, but get get disconnected straight away. We mostly run Warfare Benny mission's if that helps. Thankyou in advance. Server, /* ArmA2OA config created by Richard @ Alpha-Networks.co.uk Be careful when editing this file as any mistakes will stop the server running. KEEP A BACKUP OF THE ORIGINAL FILE. See http://community.bistudio.com/wiki/server.cfg for some more details. */ /* Server name in lobby */ hostname="Virtual Warriors UK Warfare Combined Ops"; /* Password for private servers. Uncomment (remove //) if you wish to run a private passworded server */ //password=""; /* RCON password for ingame admin (server control) */ passwordAdmin="*********"; /* Maximum player slots */ maxPlayers=32; /* Message of the day. It can be several lines, separated by comma. Empty messages "" will not be displayed at all but are only for increasing the interval */ motd[]={ "Virtual Warriors UK Warfare Combined Ops", "Visit us at www.virtualwarriorsuk.co.uk", "Teamspeak: 146.185.28.163:7007 " }; /* Time interval (in seconds) between each message of the day */ motdInterval=50; /* Do not allow players with duplicate id's to connect */ Kickduplicate=1; /* If set to 1, player has to use exactly the same -mod= startup parameter as the server. Should no longer be changed from 0, use verifySignatures */ equalModRequired=0; /* Enables persistent battlefield This is dependent on the mission specifiying persistence, otherwise has no effect. */ persistent=1; /* Enable BattlEye Anti-cheat */ battlEye = 1; /* Gamespy reporting url for public server list inclusion */ reportingIP="arma2oapc.master.gamespy.com"; /* Specifies where player connects/disconnects and player id's are written to file. The loffile is persistant and appends data on server restart. */ logFile="server_console.log"; /* Enables network traffic logging, client IP etc. */ netlog=1; /* Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". */ timeStampFormat=full; /* Minimum players required to start voting */ voteMissionPlayers=1; /* Threshold in % of players needed to vote for mission to become effective. set to 1.5 to turn off missions voting */ voteThreshold=25; /* If set to 1, Voice over Net will not be available */ disableVoN=0; /* Enabling VonID displays player name to all clients when client VON is in use (if not overruled by the *.Arma2OAprofile setting) */ VonID=1; /* VON Quality Values from 1 to 10 See http://community.bistudio.com/wiki/ArmA:_Multiplayer#VOIP_support for codec info. 7 is the best for MP */ vonCodecQuality=7; /* Enables ingame scoreboard (if not overruled by the *.Arma2OAprofile setting) */ NetStats=1; /* Enables death messages ingame (if not overruled by the *.Arma2OAprofile setting) */ DeathMessages=1; /* Scripting */ onUserConnected=""; onUserDisconnected=""; doubleIdDetected=""; /* Enables signature verification for addons This will prevent pbo hacks by only allowing pbo's that pass server's public key checks 0 = no verification 1 = for v1 signatures 2 = v2 signatures only */ verifySignatures=2; /* Signature timeout fix (Now recommended to be left disabled for security) */ //regularcheck="{}"; /* Kicks users if unsigned data is detected */ onUnsignedData = "kick (_this select 0)"; /* Kicks users if tampering of the signature is detected */ onHackedData = "kick (_this select 0)"; /* Data with a valid signature, but different version than the one present on server detected (May cause issues with STEAM users if enabled) */ //onDifferentData=""; /* Prevents obsolete clients to connect. */ //requiredBuild=87580; /* MISSIONS CYCLE Specifies the mission rotation and related difficulty settings. Leave blank to enable alternative maplist */ class Missions { }; CMD Line, -ip=31.132.1.127 -config=server.cfg -world=empty -BEpath=C:\UserFiles\PHILIPG\GameServers\TC85246787665685370241358\BattlEye -profiles=C:\UserFiles\PHILIPG\GameServers\TC85246787665685370241358\ -config=-ip=31.132.1.127 -mod=@CBA;@CBA_A2;@CBA_OA -cfg=basic.cfg -maxmem=2048 -config=server.cfg -port=2302 -profiles=C:\UserFiles\PHILIPG\GameServers\TC85246787665685370241358\ -maxplayers=32 -name=Alpha -cfg=basic.cfg -maxmem=2048 -port=2302 -maxplayers=32 -name=Alpha Basic, language="English"; adapter=-1; 3D_Performance=1; Resolution_W=0; Resolution_H=0; Resolution_Bpp=0; Windowed=0; /* MinBandwidth=10000000; MaxBandwidth=2147483647; */ /* 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 */ MinBandwidth=10000000; /* Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. */ MaxBandwidth=2147483647; /* 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 */ MaxMsgSend = 1024; /* 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 */ MaxSizeGuaranteed = 512; /* 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 */ MaxSizeNonguaranteed = 64; /* Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01 */ MinErrorToSend = 0.001; /* Users with custom faces or custom sounds larger than this size are kicked when trying to connect. Use this wisely as it can be the cause of alot of Join in Progress lag. 1600000 = 160k */ MaxCustomFileSize=0; /* 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. Introduced in ArmA 2 1.60, Default: 0.01 MinErrorToSendNear=0.01 */ ArmA2OAProfile, class Difficulties { class Recruit { class Flags { Armor=1; FriendlyTag=1; EnemyTag=1; HUD=1; HUDPerm=1; HUDWp=1; HUDWpPerm=1; WeaponCursor=1; AutoAim=1; AutoGuideAT=1; 3rdPersonView=1; ClockIndicator=1; Map=1; Tracers=1; AutoSpot=1; UltraAI=0; DeathMessages=1; NetStats=1; VonID=1; }; skillFriendly=0.34999999; skillEnemy=0.34999999; precisionFriendly=0.2; precisionEnemy=0.2; }; class Regular { class Flags { Armor=1; FriendlyTag=1; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=1; AutoAim=0; AutoGuideAT=0; 3rdPersonView=1; ClockIndicator=1; Map=1; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=1; NetStats=1; VonID=1; }; skillFriendly=0.89999998; skillEnemy=0.89999998; precisionFriendly=0.5; precisionEnemy=0.2; }; class Veteran { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=1; Map=0; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=1; }; skillFriendly=0.98500001; skillEnemy=0.98500001; precisionFriendly=0.75; precisionEnemy=0.75; }; class Expert { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=1; Map=0; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=0; }; skillFriendly=0.94999999; skillEnemy=0.94999999; precisionFriendly=0.94999999; precisionEnemy=0.94999999; }; }; difficulty="regular"; viewDistance=2000; terrainGrid=25; activeKeys[]= { "BIS_IAmBeingNaughty1" }; Share this post Link to post Share on other sites
brightness 12 Posted June 9, 2012 My problem is your using Shared Hosting, which means the CPU usage is really and I mean it REALLY BIG which can cause lag. I highly recommend a dedicated server as it only cost few bucks extra than the shared hosting does .. Share this post Link to post Share on other sites
Gunter Severloh 4051 Posted June 9, 2012 Try a gameserver like NFO https://www.nfoservers.com/ My buddy and I have been with them for a couple of years and have decent server performance. Share this post Link to post Share on other sites
ck-claw 1 Posted June 10, 2012 Up untill very recently, i been using Alpha-Networks game servers for Arma2 and never had any problems Share this post Link to post Share on other sites
kaysio1 1 Posted June 10, 2012 ok, what about the people getting disconnected soon as they join. any ideas ? Share this post Link to post Share on other sites
ck-claw 1 Posted June 10, 2012 (edited) Well at a guess? You say ppl join then get dissconnected? Are they random public? Are they running the CBA's that you are running on the server? Edited June 10, 2012 by ck-claw Share this post Link to post Share on other sites
Gunter Severloh 4051 Posted June 10, 2012 What ck-claw said. you really dont need @CBA;@CBA_A2;@CBA_OA as posted in your command line if your not running any mods, and your not running any mods except those. also part of your problem: If set to 1, player has to use exactly the same -mod= startup parameter as the server. Should no longer be changed from 0, use verifySignatures */ equalModRequired=0; as indicated use verify signatures instead. then again you have it /* Enables signature verification for addons This will prevent pbo hacks by only allowing pbo's that pass server's public key checks 0 = no verification 1 = for v1 signatures 2 = v2 signatures only */ verifySignatures=2; /* Signature timeout fix (Now recommended to be left disabled for security) */ //regularcheck="{}"; /* Kicks users if unsigned data is detected */ onUnsignedData = "kick (_this select 0)"; /* Kicks users if tampering of the signature is detected */ onHackedData = "kick (_this select 0)"; so lose the equalmod required. I'd remove the 2 codes below as noted below /* Kicks users if unsigned data is detected */onUnsignedData = "kick (_this select 0)"; /* Kicks users if tampering of the signature is detected */ onHackedData = "kick (_this select 0)"; from the serverside scripting page: NOTE: Be careful with onDifferentData. This "kick (_this select 0)"; will also kick players with only a different, but valid, version of a PBO than the server. also refer to this page for a discussion on this: https://dev-heaven.net/issues/24528#note-20 hope that helps. Share this post Link to post Share on other sites
ck-claw 1 Posted June 10, 2012 Also to note:- I've just hopped on your server, was getting an average of 20 fps (i dont have the best pc) but noticed that your running Benny's Warfare on Chernarus. Thats a very demanding map for Bennys' Warfare especially as it seemed the place was heaving with AI and full towns :eek: Try either a less demanding map? But especially adjust the params at start of the mission, eg:- try smaller amount of towns to capture/a lot less AI squads/smaller AI group size/no or less patrolling groups/set enemy to medium etc etc To see how you get on?? ck Share this post Link to post Share on other sites
kaysio1 1 Posted June 10, 2012 (edited) Thankyou very much The new CMD, -ip=31.132.1.127 -config=server.cfg -world=empty -BEpath=C:\UserFiles\PHILIPG\GameServers\TC85246787665685370241358\BattlEye -profiles=C:\UserFiles\PHILIPG\GameServers\TC85246787665685370241358\ -cfg=basic.cfg -maxmem=2048 -port=2302 -maxplayers=32 -name=Alpha Also removed, /* Kicks users if unsigned data is detected */ onUnsignedData = "kick (_this select 0)"; /* Kicks users if tampering of the signature is detected */ onHackedData = "kick (_this select 0)"; Also slighty reduced the view distance on the missions parameters down to 3500, did have up at 5000 Edited June 10, 2012 by kaysio1 Share this post Link to post Share on other sites
Gunter Severloh 4051 Posted June 11, 2012 Even 2500 is good for view distance. The true test is when reg players connect, do they still get kicked? Share this post Link to post Share on other sites
kaysio1 1 Posted June 11, 2012 Just a little update, we have had a few randoms come onto the server and managed to stay connected. Though Ive noticed a lot getting disconnected, as they dont have the correct expansions :( So thankyou for your help. So here are my server files, if anyone comes across the same problem. server difficulty levels: class Difficulties { class Recruit { class Flags { Armor=1; FriendlyTag=1; EnemyTag=1; HUD=1; HUDPerm=1; HUDWp=1; HUDWpPerm=1; WeaponCursor=1; AutoAim=1; AutoGuideAT=1; 3rdPersonView=1; ClockIndicator=1; Map=1; Tracers=1; AutoSpot=1; UltraAI=0; DeathMessages=1; NetStats=1; VonID=1; }; skillFriendly=0.34999999; skillEnemy=0.34999999; precisionFriendly=0.2; precisionEnemy=0.2; }; class Regular { class Flags { Armor=1; FriendlyTag=1; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=1; AutoAim=0; AutoGuideAT=0; 3rdPersonView=1; ClockIndicator=1; Map=1; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=1; NetStats=1; VonID=1; }; skillFriendly=0.89999998; skillEnemy=0.89999998; precisionFriendly=0.5; precisionEnemy=0.2; }; class Veteran { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=1; Map=0; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=1; }; skillFriendly=0.98500001; skillEnemy=0.98500001; precisionFriendly=0.75; precisionEnemy=0.75; }; class Expert { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=1; Map=0; Tracers=1; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=0; }; skillFriendly=0.94999999; skillEnemy=0.94999999; precisionFriendly=0.94999999; precisionEnemy=0.94999999; }; }; difficulty="regular"; viewDistance=2000; terrainGrid=25; activeKeys[]= { "BIS_IAmBeingNaughty1" }; server config, /* ArmA2OA config created by Richard @ Alpha-Networks.co.uk Be careful when editing this file as any mistakes will stop the server running. KEEP A BACKUP OF THE ORIGINAL FILE. See http://community.bistudio.com/wiki/server.cfg for some more details. */ /* Server name in lobby */ hostname="Virtual Warriors UK - Combined Operations"; /* Password for private servers. Uncomment (remove //) if you wish to run a private passworded server */ //password=""; /* RCON password for ingame admin (server control) */ passwordAdmin="********"; /* Maximum player slots */ maxPlayers=32; /* Message of the day. It can be several lines, separated by comma. Empty messages "" will not be displayed at all but are only for increasing the interval */ motd[]={ "Virtual Warriors UK - Combined Operations", "Visit us at www.virtualwarriorsuk.co.uk", "Teamspeak: 146.185.28.163:7007 " }; /* Time interval (in seconds) between each message of the day */ motdInterval=50; /* Do not allow players with duplicate id's to connect */ Kickduplicate=1; /* If set to 1, player has to use exactly the same -mod= startup parameter as the server. Should no longer be changed from 0, use verifySignatures */ equalModRequired=0; /* Enables persistent battlefield This is dependent on the mission specifiying persistence, otherwise has no effect. */ persistent=1; /* Enable BattlEye Anti-cheat */ battlEye = 1; /* Gamespy reporting url for public server list inclusion */ reportingIP="arma2oapc.master.gamespy.com"; /* Specifies where player connects/disconnects and player id's are written to file. The loffile is persistant and appends data on server restart. */ logFile="server_console.log"; /* Enables network traffic logging, client IP etc. */ netlog=1; /* Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full". */ timeStampFormat=full; /* Minimum players required to start voting */ voteMissionPlayers=1; /* Threshold in % of players needed to vote for mission to become effective. set to 1.5 to turn off missions voting */ voteThreshold=25; /* If set to 1, Voice over Net will not be available */ disableVoN=1; /* Enabling VonID displays player name to all clients when client VON is in use (if not overruled by the *.Arma2OAprofile setting) */ VonID=1; /* VON Quality Values from 1 to 10 See http://community.bistudio.com/wiki/ArmA:_Multiplayer#VOIP_support for codec info. 7 is the best for MP */ vonCodecQuality=7; /* Enables ingame scoreboard (if not overruled by the *.Arma2OAprofile setting) */ NetStats=1; /* Enables death messages ingame (if not overruled by the *.Arma2OAprofile setting) */ DeathMessages=1; /* Scripting */ onUserConnected=""; onUserDisconnected=""; doubleIdDetected=""; /* Enables signature verification for addons This will prevent pbo hacks by only allowing pbo's that pass server's public key checks 0 = no verification 1 = for v1 signatures 2 = v2 signatures only */ verifySignatures=2; /* Signature timeout fix (Now recommended to be left disabled for security) */ //regularcheck="{}"; /* Data with a valid signature, but different version than the one present on server detected (May cause issues with STEAM users if enabled) */ //onDifferentData=""; /* Prevents obsolete clients to connect. */ //requiredBuild=87580; /* MISSIONS CYCLE Specifies the mission rotation and related difficulty settings. Leave blank to enable alternative maplist */ class Missions { }; basic config, language="English"; adapter=-1; 3D_Performance=1; Resolution_W=0; Resolution_H=0; Resolution_Bpp=0; Windowed=0; /* MinBandwidth=10000000; MaxBandwidth=2147483647; */ /* 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 */ MinBandwidth=10000000; /* Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. */ MaxBandwidth=2147483647; /* 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 */ MaxMsgSend = 1024; /* 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 */ MaxSizeGuaranteed = 512; /* 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 */ MaxSizeNonguaranteed = 64; /* Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01 */ MinErrorToSend = 0.001; /* Users with custom faces or custom sounds larger than this size are kicked when trying to connect. Use this wisely as it can be the cause of alot of Join in Progress lag. 1600000 = 160k */ MaxCustomFileSize=0; /* 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. Introduced in ArmA 2 1.60, Default: 0.01 MinErrorToSendNear=0.01 */ command line, {server running asr ai mod} -ip=31.132.1.127 -config=server.cfg -world=empty -BEpath=C:\UserFiles\PHILIPG\GameServers\TC85246787665685370241358\BattlEye -profiles=C:\UserFiles\PHILIPG\GameServers\TC85246787665685370241358\ -mod=@CBA;@CBA_A2;@CBA_OA;@asr_ai -cfg=basic.cfg -maxmem=2048 -port=2302 -maxplayers=32 -name=Alpha Share this post Link to post Share on other sites