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visceralsyn

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Everything posted by visceralsyn

  1. For years, the dev's never answered any questions regarding the configuring the server network settings. Information is power. MadDog, still not sure how I came with that number either, since i was using the calculator too. But it doesn't matter now. And, if you assume anyone can type condescending, and you don't like it, Tuff-titty, I don't care what you assume. ...Syn...
  2. If the server 'Frame per second' is synonymous with "per simulation cycle". The only time the server will ever be at 50FPS is when its idle, or you are running a mission with 0 scripts in it. You'll see the server sends very little data when its not churning away on scripts, easy to test in a 100Mbps LAN. That said, MaxMsgSend would be used for setting the maximum amount of messages, which should allow you to control bandwidth. The MaxSizeGuaranteed and MaxSizeNonguaranteed, when changed from default should net you some very large numbers. While its very hard to confirm, with google-searching, I vaguely came up with using smaller messages is supposed to make gaming more efficient, while large message sizes enhance file transferring. This comes into the territory of Gigabit Ethernets' jumbo packets. OK: my math, MaxMsgSend, is what should the maximum amount of messages you want sent. Remembering that data is measured in Bytes, and data transfer measurements in bits. MaxMsgSend=1024 MaxSizeGuaranteed=1300 ( 1300 is the max size in bytes, in bits thats 10,400bits ) 1024*10,400bits = 10,649,600bits ( 10.6Mbps ) If you want to assume that the server is sending that up to 50 times a second, at the most. Then yes you should come up with an insane number like 532,480,000bits. In 100Mbps LAN I use MaxMsgSend=8192; and MaxSizeGuaranteed=484; and MaxSizeNonguaranteed=242; 484byte = 3,872bits 3,872 bits * 8192 = 1,874,048bits and If you multiply that times 50, the maxbandwidth used should be 93,702,400bits. Which, should come up to about 93.7Mbps. Or in case you want to use bytes/s= 11.71MB/s. So yes, if you don't do your math right, you get real funny numbers. Also I use this tool, for testing different network settings. Course, I might also be missing something, too!!!
  3. visceralsyn

    Light Vehicle Armor?

    A turtle has more armour than a Hummer, the Hummer will just get you to hell faster ! ...Syn...
  4. visceralsyn

    Linux Dedicated Performance Numbers

    Sounds like you need run a multitude of different types of missions, to figure out what your server can and can't do. Lesser to no AI in missions, should run faster than missions that are script-heavy, and loaded with AI. Network settings, can be a bottleneck. Not understanding networking, can easily make 'fuzzy math' mistakes. Its not an lost arcane art, its math. Load times have absolutely nothing to do with processor speeds, and or network settings. If you want faster load times, you'll need a faster spindle speeded hard drive, or SSD, or a ram disk. However, clients won't benefit much from the server being able to load information faster. Making sure the server can bloat up to 2GB ( If it ever gets over 1.2GB ) with a 7200rpm HD typically is sufficient. I've run my server on 15K rpm'd Cheetahs and a SSD, there was very little difference in terms of 'load time' performance even discernable for clients. Clients are limited by their hardware, typically. So, best practice, if the mission you are trying to run is using more scripts than a normal BIS missions, you'll want more cpu speed. More AI used, than in BIS missions, you'll want more cpu speed. Quad Core might sound nice, but 2.3Ghz does not. Mine is a puny Dual Core Xeon @ 3.0Ghz, and it can struggle with too much AI on Benny's Warfare. ...Syn...
  5. visceralsyn

    Linux Dedicated Performance Numbers

    Math... with your original settings, and not some arbitrary settings pulled from anywhere MaxMsgSend=192; the largest a message can be is 1,500bytes, and the only place you can have a 1,500byte message is in LAN, not over the interwebs. 192 * 1,500bytes = 288,000bytes Multiply 288,000bytes by 8 to convert to bits, which then equals 2,304,000bps ( 2.3Mbps ) And you post that its on 100Mbps pipe fuzzy... math... From the Server readme: MinBandwidth=<bottom_limit>; 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=<top_limit>; Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. with that information you have set your MinBandwidth to a very low number, when it should be much higher. and the MaxBandwidth setting to a number thats just similarly low as the MinBandwidth. Use the 100Mbps !!! I'm runnin on Mandriva with a recompiled kernel, and 4 GB of ram, I've never seen the server use more than 1.2GB of ram. There is the possibility you may have selected a mission thats just too much for your server. It does prefer raw clockspeed over cores. However, you were choking it by not setting up the network variables you have access to. ...Syn...
  6. visceralsyn

    Linux Dedicated Performance Numbers

    Fuzzy math, your MaxMsgSend will not allow more than 2.1Mbps to be used. 2Mbps is not enuff for 30 clients. Probably what is choking the cpu down too. MaxMsgSend=192, largest a message can be is 1,500bytes, and thats on LAN. On the interwebs, your largest message size will fall between 1,400bytes and 1,492bytes. ...Syn...
  7. 40Mbps is 40000000, 100Mbps is 100000000, (b) bits. Since he states server is connected at 100Mbps, no reason not to use it all. There still is overhead, for 100mbps, should be around 3~8Mbps MinBandwidth=92000000; MaxBandwidth=100000000; MaxMsgSend is how many messages, can be sent in a simulation cycle. this should allow you tweak more of the bandwidth. A message cannot be larger than 1,500Bytes (B), the only time you will see a full 1,500Byte message is in LAN. So after some conservative calculations, assume message will not be larger than 1,450~1,472; we will go with 1,450Bytes. 8,316 1,450Byte messages can be sent over 92Mbps. MaxMsgSend=8192; Theres no real reason to not use the default MaxSizeGuaranteed, or MaxSizeNonguaranteed. Since they are less than a full message size, the message is sent once its full at 1,450Bytes. Server will never use a mere 4MB of ram, it idles using around 100MB, and gets as large as 1,200MB ...Syn...
  8. Double quotes never worked for me either, single quotes do: OTHERPARAMS='-cpucount=3 -mod=@CBA;@ACRE;@ACE;@ACEX;ACEX_RU;@ACEX_SM;@ACEX_U SNavy;@fallujah' Mandriva 2010 using 2.6.33.7 kernel... too lazy to mess with recompiling a newer kernel. hopefully you aren't usin caps in the startup script, either... ...Syn...
  9. visceralsyn

    [ANSWRED] "Connecting Failed" in Peer to Peer Server

    Microsoft's Winders Firewall, if the service is on, the firewall is on. Good luck! ...Syn...
  10. visceralsyn

    [ANSWRED] "Connecting Failed" in Peer to Peer Server

    First off, there is no peer-to-peer server. OpF/ArmA/Arma2 creates a listen server, or a Dedicated server. The 2500ms ping would usually indicate the port forwarding isn't setup correctly, or you are running software firewall, with a router. What a router does, NAT, basically does the same thing a firewall does, excepting for SPI. The game only requires UDP 2302~2305. Configure your software firewall, or disable it. ...Syn...
  11. visceralsyn

    In Game VOIP / Mic doesn't work.

    VoN is handled on the server. Most Server-Admins have VoN off. ...Syn...
  12. visceralsyn

    ArmA 2 and Arrow Head on two PCs?

    Opticalsnare, you can copy your working directory to your other game machine, and run the dedicated server. ...Syn...
  13. visceralsyn

    CtI

    To each his own ...Syn...
  14. visceralsyn

    CtI

    The Warfare 2 Manual should help in that regard. ...Syn...
  15. This looks more like a case of un-microsofting the new apple-user: 1. If you are using the editor, you must place vehicles to get to the vehicles. If you are using a user created mission, you'd probably best play through it, or check the readme, most of the better missions come with. 2. If you are placing the AI in the editor, they will stand there and do nothing unless you configure waypoints for them. Or, script other actions for them. 3. Vehicles you buy, in the modes that offer that ( Warfare ), or vehicles assigned to you in the editor, if you have AI-squad members,can be ordered in or out of a vehicle. Alternatively, for other players, you can only lock vehicle or unlock it, you cannot boot players out. 4. The map, once you realise the sheer size of Chernarus or Takistan, takes on whole new responsibilities. 5. There are no classes, weapons are items, all items have to be placed, if you are using the editor. You'll need to place an ammo box, and place whichever weapons you want, in the ammo box. Or, an ammo truck, or trunk of vehicles. If you are using a custom mission, most come with readme's for the Basics: SitRep, etc... ...Syn...
  16. visceralsyn

    OA Server Port Problems

    Ensure you are forwarding ports, and not opening ports. Not the same thing, sound similiar. You want to be forwarding UDP 2302 ~ 2305 to the ip of the pc hosting the service. Also if you are using DHCP, in your Lan, consider setting the ip static, and outside of the DHCP scope. So that a DHCP request does not change the IP. If the Winders Firewall Service is on, that firewall is on. Use ping to determine firewall status. ...Syn...
  17. visceralsyn

    Arma 2 bandwidth requirements

    Sad reality, the output for the #monitor command in relation to bandwidth, doesn't match the numbers a client gets checking the player tab, or using external bandwidth traffic utilities. To further confuscate things, I use DD-WRT firmware in my router, which has bandwidth traffic counter utility, for WAN, and LAN seperately. Configuring the dedicated server to 100Mbps LAN, my one LAN-client used 33Kbps to 64Kbps, running Warfare BE 2.070. I'm on Comcast HSD, my upspeed is 2.2Mbps, but have seen the top end hit 3.5Mbps. So I configure the server for 3.5Mbps, and with the DD-WRT bandwidth utility, see internet-clients go from 33Kbps to 256Kbps. Oddly enuff, this doesn't scale predictably, it does depend on which mission you run. Warfare BE is heavily scripted, typically bandwidth won't be your issue, having enuff cpu crunching power is. From time to time I run the CTI Mountain Warfare 16, and it seems to use up all the 3.5Mbps up, and since its not a script hell, not eat up all cpu. Alot of trial and error... test, test... and test again... ...Syn...
  18. If the AI isn't doing tasks as intended, you might want to consider either editing your profile, and increasing their skill. Or, try playing on Veteran difficulty. Here, I also recommend the Zeus AI mod. ...Syn...
  19. Linux binary, is the same as a Windows *.exe, they do the same thing, different names. If he configures: Then he can configure the following, with a relative path: ...Syn...
  20. Game root, and system root are not the same thing. He clearly states he moved it to the 'game root'. He should have left the Beta exe in its directory and edited the 'SERVER=' line with the path to the Beta exe. ...Syn...
  21. With a little math, this means: 128 packets no larger than 512byte, can only use up 512Kbps. 1024 packets no larger than 512byte should use 4096kbps. So with that in mind, set your MinBandwith to 4000000, and your MaxMsgSend to 1024. Then the server should use more of the bandwidth, that you have availible. according to the ancient readme that came with the server, MaxBandwidth is amount of bandwidth the server should never have. May as well set that to 10mbps, because it will never reach it. ...Syn...
  22. visceralsyn

    Arma2 dedicated server howto

    Copy and paste the contents of the arma2.cfg the server is reading, here, please. ...Syn...
  23. visceralsyn

    Arma2 dedicated server howto

    Edit the arma2.cfg that your server is loading. ...Syn...
  24. visceralsyn

    Arma2 dedicated server howto

    IN your arma2.cfg, add: and that error will go away. ...Syn...
  25. visceralsyn

    Multi-Player Madness

    There is absolutely nothing wrong with OpF/ArmA/ArmA²'s VoN. It works perfectly fine. People are simply too retarded to use it as intended. ...Syn...
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