spanishsurfer 58 Posted May 3, 2014 (edited) We are not suffering from random crashes just crashes at the end of a round. (but i'm pretty sure it's due to the mission). More people having desync issue (flying vehicles, lag with high rate of fire weapons) : http://eutw.net/index.php?id=home Arma 3 v1.18 Issues - 02.05.14 (Xodius)As many of you are already aware, there was an update that occurred the other day. There is some good things and some bad. The bad I will highlight below, so everyone is in the know: 1. Floating and flying vehicles - This has been an issue with MHQ's specifically and possibly MRAP's in general where they are floating about 10-15m above the ground. The other is if you accelerate quickly over a hill and get some nice air, you may continue to fly forward. This is a BIS issue that they will have to fix 2. Mission Loading Issues - We quickly fixed this in a Delta update on 1.97.0 and increased the sleep timer in the mission init to 20 seconds. This is a problem with our mission scripting and what we have done here with the delta update is temporarily fix it, but you may still find that it occurs from time to time. If you find that you spawn at a place other than the HQ then just respawn. If you find the shop is not working, you'll need to leave and come back. If the MHQ's are still at a different location. Have someone transport there and destroy them. They should respawn at the correct location after 2 minutes. 3. High RoF vehicle weapons can cause lag - This is a known BIS issue that seems to get amplified with the number of people that are around when you are firing. This issue seems to include Pawnees, Ghosthawks, Orca Armed, and all jets. We will monitor the progress closely with what BIS is doing and hope that a hotfix is available soon (Perferably today). Thanks for your patience. Edited May 3, 2014 by SpanishSurfer Share this post Link to post Share on other sites
Dwarden 1125 Posted May 3, 2014 i would like to see some ArRma 3 Feedback tracker ticket created for the floating and flying vehicles accompanied with simple MP repro mission w/o mods and w/o callExtensions Share this post Link to post Share on other sites
da-ben 10 Posted May 3, 2014 no crashes on any of my experimental server, no reports about position issues ...could you post your server startup commandline here? + some hardware info like memory size, CPU type (core count etc) Startup: -profiles=C:\gameserver\arma3\a3master -cpuCount=6 -noglogs -maxMem=8192 -bepath=C:\gameserver\arma3\a3master\BattlEye -port=2302 -config=server.cfg -world=empty -cfg=Arma3.cfg -mod=@life_server;@Arma2NET;@ASM; Processor E5-1650 32 GB Ram 2x SSD 100 Mbit 85/85 Playercount mostly over 6 hour periods. Problems like i and the other users described. Another thing i noticed is that publicvariables not synced reliable anymore, got a few problems that depends on publicvariables not syncing. Share this post Link to post Share on other sites
Dwarden 1125 Posted May 3, 2014 -noglogs is wrong , it should be -nologs also your CPU has 6 cores and 6 HT, with 1.18perf1 you can use -cpuCount=12 (unles you run dedicated client on same box or multiple servers) with 1.18perf1 you can use -maxmem=3071 make sure you use latest ASM library and pbo and ini Share this post Link to post Share on other sites
Zrix 0 Posted May 3, 2014 Played on the 127p server yesterday. Was very smooth up to around 90p, then it started to desync a bit. Past 100 it was very desyncy. Still better than most servers on 60p though. Share this post Link to post Share on other sites
k0rd 3 Posted May 3, 2014 i would like to see some ArRma 3 Feedback tracker ticket created for the floating and flying vehicles accompanied with simple MP repro mission w/o mods and w/o callExtensions It does happen without mods and without callextensions - but a repro is hard to make as I mentioned. It is very common though - don't you guys play these updates? Share this post Link to post Share on other sites
Dwarden 1125 Posted May 3, 2014 It does happen without mods and without callextensions - but a repro is hard to make as I mentioned.It is very common though - don't you guys play these updates? that's the thing we do play them and not seen it yet, hence why the report with simple repro mission is needed as it might be related to some specific scripting used by only some missions ... Share this post Link to post Share on other sites
k0rd 3 Posted May 3, 2014 (edited) that's the thing we do play them and not seen it yet, hence why the report with simple repro mission is neededas it might be related to some specific scripting used by only some missions ... I'd start asking whether or not it is showing in your internal build - because this is very common in both the old dev and now 1.18. Here is what I know (and I'll make a ticket if you give me some direction) 1) It is a locality issue. Under some unknown circumstances, a player is given the wrong position for a vehicle .. maybe when the player is getting within draw distance of that vehicle (the last part is observation, not fact) 2) Something can happen that will cause the vehicle to "jump" back to its real position - this something can include someone getting into the vehicle, but also can happen at other, unknown, times. 3) it seems to not depend on a lot of players so much- It can be observed with 2 players. 4) I have only observed it with a lot of vehicles on the map, but that may just be coincidence. 5) I have only observed it on dedicated servers - never during mission testing when I host locally. 6) setpos is used on the vehicle in all missions where I observed it 7) JIP players have joined on all observations, but the observer started the mission on more than one occasion and still observed it. So a player can observe it even if not JIP - although maybe it requires *someone* to be JIP [edit] 8) only happens on empty (of units - not cargo) vehicles Anything else guys? p.s. - if you want to see it with your own eyes, it happens a ton in wasteland - just go to a heavily-used base and you'll see crap floating in the air all over the place, but it isn't limited to wasteland by any means. Edited May 3, 2014 by k0rd added number 8 Share this post Link to post Share on other sites
Hud Dorph 22 Posted May 3, 2014 And here are some screens of it. https://dl.dropboxusercontent.com/u/95560311/arma3%202014-05-03%2019-57-54-13.jpg https://dl.dropboxusercontent.com/u/95560311/arma3%202014-05-03%2020-08-28-14.jpg https://dl.dropboxusercontent.com/u/95560311/arma3%202014-05-03%2020-08-39-27.jpg https://dl.dropboxusercontent.com/u/95560311/arma3%202014-05-03%2020-29-57-78.jpg https://dl.dropboxusercontent.com/u/95560311/arma3%202014-05-03%2020-30-01-92.jpg Share this post Link to post Share on other sites
Kekie 10 Posted May 3, 2014 Dorph;2681931']And here are some screens of it. Yeah same thing here. its actually quite bad Anyone got an update? Share this post Link to post Share on other sites
k0rd 3 Posted May 3, 2014 Yeah same thing here. its actually quite bad Anyone got an update? good luck, i've been trying to get someone to even ACKNOWLEDGE the problem since 18 april when it was still on dev branch. to be fair, I was just playing on cz04 and didn't see the problem, although I was only able to play for 30 or so minutes and didn't really get into a big base area. Share this post Link to post Share on other sites
Tankbuster 1746 Posted May 3, 2014 same problem here Yes, and here. :( Share this post Link to post Share on other sites
da-ben 10 Posted May 4, 2014 -noglogs is wrong , it should be -nologsalso your CPU has 6 cores and 6 HT, with 1.18perf1 you can use -cpuCount=12 (unles you run dedicated client on same box or multiple servers) with 1.18perf1 you can use -maxmem=3071 make sure you use latest ASM library and pbo and ini Thanks for your replay, core 0 and 1 are dedicated to our Headless client and all other windows applications. We have tested multicore processing with early 1.16 release and encountered no performance increase with more than 4 cores so we stick only to the physical cores because of the slight overhead of the HT cores taking in. Today we will test your advices with cpuCount=10 and maxmem=3071 Share this post Link to post Share on other sites
Kekie 10 Posted May 4, 2014 Yes, and here. :( If i test it on an altis life mission and we are 2 friends on the server 1 in each side of the map then use a vehicle spawn point to get out 1 - 3 vehicles and move them around a bit and i then go back to my friend their just all inside eachother until i damage one or he gets into one same happens when there is 40 players on so image that cluster**** xD happens all across the map but there they just fly in mid air or stand somewhere their not. Share this post Link to post Share on other sites
Dwarden 1125 Posted May 4, 2014 running headless client on just 1 native and 1 ht core is little weird , or you run it on 2 physical cores? in such case would be better run server on 8 and client on 4 Share this post Link to post Share on other sites
da-ben 10 Posted May 4, 2014 running headless client on just 1 native and 1 ht core is little weird , or you run it on 2 physical cores?in such case would be better run server on 8 and client on 4 Headless Client only executes the callextensions for database communication. Share this post Link to post Share on other sites
[KBS]snajdan 14 Posted May 4, 2014 whats with the sound --> ingame voice stuttering....someones begin to talk over every channel ingame and hes already finished over teamspeak but he will talk very laggy ingame few seconds later...we have nothing changed before and after the latest arma 3 patch.... its so fucking annoying :( Share this post Link to post Share on other sites
da-ben 10 Posted May 4, 2014 (edited) whats with the sound --> ingame voice stuttering....someones begin to talk over every channel ingame and hes already finished over teamspeak but he will talk very laggy ingame few seconds later...we have nothing changed before and after the latest arma 3 patch....its so fucking annoying :( Yeah i can confirm that too. Happens on all three of my servers after the update. Edited May 4, 2014 by da-ben Share this post Link to post Share on other sites
spanishsurfer 58 Posted May 4, 2014 We have noticed more frequent stuttering among players on VON since 1.18 on our server as well. Share this post Link to post Share on other sites
k0rd 3 Posted May 4, 2014 i only notice the stuttering in side and global - no stuttering in group/vehicle/direct Share this post Link to post Share on other sites
[KBS]snajdan 14 Posted May 4, 2014 direct and group channel exists on our server too Share this post Link to post Share on other sites
djules 10 Posted May 4, 2014 i only notice the stuttering in side and global - no stuttering in group/vehicle/direct i can confirm this Share this post Link to post Share on other sites
da-ben 10 Posted May 5, 2014 Another problem i encountered yesterday and today with 1.18 is that on some point players cant connect anymore and stuck on receiving data in the lobby. Happend on my AltisLife and Wasteland server on different roots with totally different configurations. Share this post Link to post Share on other sites
ramius86 13 Posted May 5, 2014 Got problem as someone reported before , desync, vehicles blowing up after a drive ( and people on it saw one that Im stucked another one that Im moving in one direction and me into another ) , people desync ( position different and someone didnt see vehicles moved but see them at the old positions) and other little problems like that .. Perf 1 here and before that ( 1.16 last perf7 ) was all ok with same mission Share this post Link to post Share on other sites