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Captain Epic

dedicated hosted server - tons of lags

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Hey there.

I have dedicated server on hosted server, and I setup the server myself(using steamCMD, TADST, etc.).

Altough the server is very strong(good CPU, much ram big bandwidth) there are tons of lags in the server.

the lags accure ALL THE TIME(so it's not depend on if someone JIP to the server).

 

This is windowed server files, 32bit(could not find 64). I belive this fact does not matter, because I see in the monitors the server uses 800~Mega Ram.

 

I've been trying to use defult performance settings with the TADST, i've tried to change them to minimum, maximum, and pretty much all I can think of.

the lags accure regardless of the mission(it could be big training base or just a simple mission in VR, only with player slots and nothing more).

 

I've tried to isolate the problem, and the only thing I know, it only depends on how many people are logged in the server.

I genuinely don't have a clue what to do.

 

thanks ahead.

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Nothing we can do when the info you post is sketchy at most.

 

  • Hardware specs ?
  • Connection bandwidth ?
  • Bandwidth settings ?
  • Type of server, eg coop/pvp ?
  • Mission you are testing with ?
  • Addons used ?
  • No of players it supports ?
  • RPT file ?
  • server.cfg (blank out the passwords)

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Nothing we can do when the info you post is sketchy at most.

 

  • Hardware specs ?
  • Connection bandwidth ?
  • Bandwidth settings ?
  • Type of server, eg coop/pvp ?
  • Mission you are testing with ?
  • Addons used ?
  • No of players it supports ?
  • RPT file ?
  • server.cfg (blank out the passwords)

 

fADlwJz.png

 

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unErLy5.png

 

I'm using 15 mods, including:

1. Community Base Addons
2. Advanced Combat Environment
3. Task Force Radio
4. ShackTac FireTeam
5. Mission Control Center SandBox
6. Cup Weapons
7. Cup Units
8. Cup Vehicles
9. CUP Terrains - Maps
10. CUP Terrains - Core
11. CUP Weapons - ACE3 Compatibility addon
12. CUP Vehicles - ACE3 Compatibility addon
13. Israel Defence Force
14. RHS: USAF
15. RHS: AFRF
 
 
I've tried the most simple mission(only player slots in VR) and yet people do have lags.
We play COOP games(PVE).

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These are our settings, we host 60 player coop servers, which are very stable

 

MinBandwidth=10485760;
MaxBandwidth=104857600;
MaxMsgSend=768;
MaxSizeGuaranteed=800;
MaxSizeNonguaranteed=400;
MinErrorToSendNear=0.04;
MinErrorToSend=0.004;
 
We dont run any of the following mods so have no idea what impact they may cause
 
5. Mission Control Center SandBox
6. Cup Weapons
7. Cup Units
8. Cup Vehicles
11. CUP Weapons - ACE3 Compatibility addon
12. CUP Vehicles - ACE3 Compatibility addon
13. Israel Defence Force

 

 

I take it you did test and prove a vanilla install before adding this third party content to prove the server. If not how would you know if its the addons that are causing your issue or the install / configuration ?

 

The MTU, (Max packet size) which by default is 1400 should not be touched, yours is set at 1300, unless your host is doing something really weird, this should be set to 1400 and imo should be removed as an option in TADST. This would effect your data transfer

 

Read this page...

https://community.bistudio.com/wiki/Arma_3_Startup_Parameters

rethink your Extra-params, exthtread, cpucount, etc 

servers do not run textures

-nosplash is a client param, doesn't belong on a server

 

 

Trial and error, get a vanilla server operating correctly without any Extra params defined before you take it to the next level

Prove it at each change to your config, this is a slow laborious method, but doing anything else has you running around in circles

 

Hope that helps and good luck

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These are our settings, we host 60 player coop servers, which are very stable

 

MinBandwidth=10485760;
MaxBandwidth=104857600;
MaxMsgSend=768;
MaxSizeGuaranteed=800;
MaxSizeNonguaranteed=400;
MinErrorToSendNear=0.04;
MinErrorToSend=0.004;
 
We dont run any of the following mods so have no idea what impact they may cause
 
5. Mission Control Center SandBox
6. Cup Weapons
7. Cup Units
8. Cup Vehicles
11. CUP Weapons - ACE3 Compatibility addon
12. CUP Vehicles - ACE3 Compatibility addon
13. Israel Defence Force

 

 

I take it you did test and prove a vanilla install before adding this third party content to prove the server. If not how would you know if its the addons that are causing your issue or the install / configuration ?

 

The MTU, (Max packet size) which by default is 1400 should not be touched, yours is set at 1300, unless your host is doing something really weird, this should be set to 1400 and imo should be removed as an option in TADST. This would effect your data transfer

 

Read this page...

https://community.bistudio.com/wiki/Arma_3_Startup_Parameters

rethink your Extra-params, exthtread, cpucount, etc 

servers do not run textures

-nosplash is a client param, doesn't belong on a server

 

 

Trial and error, get a vanilla server operating correctly without any Extra params defined before you take it to the next level

Prove it at each change to your config, this is a slow laborious method, but doing anything else has you running around in circles

 

Hope that helps and good luck

 

Hey there, thanks for the support.

I've been reading your comment, and changed my server settings to what you suggested.

I've also tried to reinstall the server files, and building it manually(without TADST).

I disabled and kind of scripts or special objects.

The addons:

6. Cup Weapons
7. Cup Units
8. Cup Vehicles
11. CUP Weapons - ACE3 Compatibility addon
12. CUP Vehicles - ACE3 Compatibility addon
13. Israel Defence Force

 

 

Are maps and and skins(weapons, men, etc.), is it possible that skins and maps cause desync?
 
Today(just few mintues ago) we had big mission going on the server.
In the beggining, it was all good and everything ran smooth, but when we started to engage our enemy(AI), HUGE desync and a lot of lags destroyed the mission and I had to stop it.
I've been trying to figure out, and it seems that only when we engage enemies the desync accure.
So I really don't belive that it is an addon issue.
 
Do you have any idea what to do?

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As stated previously....

 

 

 

 

I take it you did test and prove a vanilla install before adding this third party content to prove the server. If not how would you know if its the addons that are causing your issue or the install / configuration ?

How can you assume the addons are not causing this unless you prove the vanilla install first ?

 

and yes addons can cause that, a badly written Fired Eventhandler for example

 

Today we had a big mission.

What does that actually mean ?

Does it mean you ran a lot of AI, if so how many, this has a bearing on server performance

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As stated previously....

 

 

 

 

How can you assume the addons are not causing this unless you prove the vanilla install first ?

 

and yes addons can cause that, a badly written Fired Eventhandler for example

 

 

 

What does that actually mean ?

Does it mean you ran a lot of AI, if so how many, this has a bearing on server performance

 

 

Sorry for not being accurate, I don't usualy do this kind of stuff.

Anyway, the "big mission" we had was against 60~80 AI patroling, guarding and waiting to triggers.

We were about 21 players, 3 groups of 7 people.

I assumed the mods are not the reason for the desync, because when everyone walks and nobody engages nobody everything runs smoothly, but when we begin the fight, and shoot each other, the desync accures.

I've done some tests, and also when there's 20 bots vs 60 bots(as was in the mission), on vanilla server(without any addon), there was significant amount of desync.

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Your server should easily be able to manage 150 AI, possibly up to 200 with 21 players

and if your running pure vanilla and still getting the same issue, then I suspect a badly configured server.

 

Try turning hyperthreading on and make sure your not running any cpu or bandwidth intensive applications.

Monitor your network activity and cpu performance in task manager, see what that returns

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Your server should easily be able to manage 150 AI, possibly up to 200 with 21 players

and if your running pure vanilla and still getting the same issue, then I suspect a badly configured server.

 

Try turning hyperthreading on and make sure your not running any cpu or bandwidth intensive applications.

Monitor your network activity and cpu performance in task manager, see what that returns

 

The wierdest thing just happened.

I tried yesterday 20bots vs 60 bots (as I mentioned in the last comment), and when I ran the same mission, now, in the morning, it was going real well.

However, i'll share with you my configuration of all the .cfg files and the profile file of the server, so if you spot a problem, i could fix it:

 

BASIC.CFG

language="English";
adapter=-1;
MinBandwidth=10485760;
MaxBandwidth=104857600;
MaxMsgSend=768;
MaxSizeGuaranteed=800;
MaxSizeNonguaranteed=400;
MinErrorToSendNear=0.04;
MinErrorToSend=0.004;
MaxCustomFileSize=100000;
Windowed=0;
serverLongitude=0;
serverLatitude=52;
serverLongitudeAuto=0;
serverLatitudeAuto=52;

SERVER.CFG

// C:\Games\server\arma3server.exe -port=2302 -config=server.cfg -name=TacticalWarfare
// config_Vanilla.cfg
//@ace3;@cba_a3;@cup_ace_compatibility;@cup_terrains_core;@cup_terrains_maps;@cup_units;@cup_vehicles;@cup_vehicles_ace_compat;@cup_weapons;@firewill_f15;@firewill_sar;@idf;@mcc_sandbox_a3;@mideast_tex_fir_f15;@rhs_afrf3;@rhs_usf3;@sthud_a3;@task_force_radio
// comments are written with "//" in front of them or encapsulated with /* and */
// visit https://community.bistudio.com/wiki/server.cfg for more info
 
//     GLOBAL IDENTIFICATION     //
hostname = "Tactical Warfare Offical Server [yourgame.co.il]"; // The name of the server that shall be displayed in the public server list
 
 
//     JOINING RULES     //
password = "***";         // Password for joining, eg connecting to the server, leave commented out for initial testing
maxPlayers = 60;                             // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
persistent = 0;                              // If 1, missions still run on even after the last player disconnected.
headlessClients[]={127.0.0.1};               // The server doesn't allow arbitrary connections from headless clients if you do not define the headless clients IPs.
                                             // Multiple Connections and Addresses are allowed in the case of more than one Headless Client.
localClient[]={127.0.0.1};                   // to indicate clients with unlimited bandwidth and nearly no latency (https://dev-heaven.net/issues/62500), Available since Arma 2:OA build 99184 , including Arma 3
onUserConnected = "";                        //
onUserDisconnected = "";                     //
// disconnectTimeout = 5;                    //  Server wait time before disconnecting client, default 90 seconds, range 5 to 90 seconds. (since Arma 3 update 1.56+)
// loopback = true;                          // While using the Dev version of Arma III, adding this option will force server into LAN mode. This will allow multiple local instances of the game to connect to the server for testing purposes. 
                                             // At the same time it will prevent all non-local instances from connecting.
//upnp = 1;                                  // Automatically creates port mapping on UPNP/IGD enabled router. 
                                             // This option allows you to create a server behind NAT (your router must have public IP and support UPNP/IGD protocol).
                                             // Warning: When enabled then this setting may delay server start-up by 600s 
                                             // (standard UDP timeout of 10 minutes) if blocked on firewall or bad routing etc. Thus in such case is recommended to disable it.
forceRotorLibSimulation = 0; // Enforces the Advanced Flight Model on the server. Default = 0 (up to the player). 1 - forced AFM, 2 - forced SFM.
  
 
 
//     LOGGING     //
logFile = "A3Master.log";
timeStampFormat = "short";                   // Possible values are "none" (default),"short","full".
// WELCOME MESSAGE ("Wellcome to Tactical Warfare offical server")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[]={
"",
"",
"",
"__________ SYSTEM MESSAGES __________",
"Welcome to Tactical Warfare",
"IMPORTANT Verify Signatures is enabled",
"",
"TS3 Server: ts.yourgame.co.il",
"Web: yourgame.co.il",
"__________ END OF MESSAGE __________"
};
motdInterval = 5;                            // Time interval (in seconds) between each message
 
 
 
//     VOTING     //
voteMissionPlayers = 1;                      // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 0.33;                        // 33% or more players need to vote for something, for example an admin or a new map, to become effective
//voteMissionPlayers = 0;
 
 
 
//     VON     //
disableVoN = 1;                              // If set to 1, Voice over Net will not be available
voncodec = 1;                                // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+)
vonCodecQuality = 11;                        // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30
 
 
 
//     SECURITY     //
passwordAdmin = "***";             // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
serverCommandPassword =                      // "Password to use server commands via scripts"; 
Battleye = 1;                                // = 0 to disable battleye
verifySignatures = 0;                        // Turn on addon checking system, so that players cannot join with any addon, only those you allow and host in keys folder
kickDuplicate = 1;                           // Do not allow duplicate game IDs. Second player with an existing ID will be kicked automatically. 1 means active, 0 disabled.
requiredSecureId = 2;
allowedFilePatching = 0;                     // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+)
allowedLoadFileExtensions[] = {"h","hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
allowedPreprocessFileExtensions[] = {"h","hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"};
//allowedHTMLLoadURIs = {};                  // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs
onUnsignedData = "kick (_this select 0)";    // unsigned data detected
onHackedData = "kick (_this select 0)";      // "ban (_this select 0)"; // tampering of the signature detected
onDifferentData = "";                        // data with a valid signature, but different version than the one present on server detected
doubleIdDetected = "";                       //
 
 
 
 
//     MISSION MNAGAEMENT     //
missionWhitelist[] = {};                     //an empty whitelist means there is no restriction on what missions' available 
 
/////     LEAVE THE FOLLOWING MISSION CYCLE CLASS COMMENTED OUT UNTIL YOU HAVE PROVEN THE SERVER INSTALL     /////
//     MISSIONS CYCLE (see below)     //
class Missions
{
	class Mission_1
	{
		template = "FridayMission.Kunduz";
		difficulty = "veteran";
	};


};

ARMA3PROFILE

class DifficultyPresets
{
	class CustomDifficulty
	{
		class Options
		{
			/* Simulation */
 
			reducedDamage = 0;		// Reduced damage
 
			/* Situational awareness */
 
			groupIndicators = 0;		// Group indicators (0 = never, 1 = limited distance, 2 = always)
			friendlyTags = 0;		// Friendly name tags (0 = never, 1 = limited distance, 2 = always)
			enemyTags = 0;			// Enemy name tags (0 = never, 1 = limited distance, 2 = always)
			detectedMines = 0;		// Detected mines (0 = never, 1 = limited distance, 2 = always)
			commands = 1;			// Commands (0 = never, 1 = fade out, 2 = always)
			waypoints = 1;			// Waypoints (0 = never, 1 = fade out, 2 = always)
 
			/* Personal awareness */
 
			weaponInfo = 2;			// Weapon info (0 = never, 1 = fade out, 2 = always)
			stanceIndicator = 2;		// Stance indicator (0 = never, 1 = fade out, 2 = always)
			staminaBar = 0;			// Stamina bar
			weaponCrosshair = 0;		// Weapon crosshair
			visionAid = 0;			// Vision aid
			squadRadar = 0;			// Squad radar
 
			/* View */
 
			thirdPersonView = 0;		// 3rd person view
			cameraShake = 1;			// Camera shake
 
			/* Multiplayer */
 
			scoreTable = 1;			// Score table
			deathMessages = 1;		// Killed by
			vonID = 1;			// VoN ID
 
			/* Misc */
 
			mapContent = 0;			// Extended map content
			autoReport = 0;			// Automatic reporting
			multipleSaves = 0;		// Multiple saves
		};
 
		// aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).
		// when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.
		aiLevelPreset = 3;
	};
 
	class CustomAILevel
	{
		skillAI = 0.5;
		precisionAI = 0.5;
	};
};

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Dude don't publish any PW publicly. Change them asap.

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PW?

 

Password :)

 

It's gone now but you may want to change it anyway. It was visible for some time.

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Password :)

 

It's gone now but you may want to change it anyway. It was visible for some time.

 

Thanks.

Anyway, do you happen to have any idea what to do next?

i'm going to try today the same mission(with players, not AI), while I enabled HT.

Hopefully it would solve the desync the problem.

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Thanks.

Anyway, do you happen to have any idea what to do next?

 

Afraid not, I have no experience with dedicated servers in Arma. I just wanted to warn you to change the password :)

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Thanks.

Anyway, do you happen to have any idea what to do next?

i'm going to try today the same mission(with players, not AI), while I enabled HT.

Hopefully it would solve the desync the problem.

 

keep increasing this "MinBandwidth=" until lag is gone 

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Create a similar mission as a test but without any mods required.  Run a test with your 21 players and this mission.

 

If the lag is gone, add back ACE and TFAR, test.  Still no lag?  Keep adding back mods until the lag appears again.

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