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Colonel_Kurtz

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About Colonel_Kurtz

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  1. I would suggest 48 players plus 2 extra players as soon as high command is availible, that would mean 6 squads á 4 players on each side plus future commander-slots. but there definitely needs to be a solution as soon as altis is released, regarding general mp-performance and high playercounts...
  2. this behaviour reminds me of older windows-OS. while time passed by and programms where used, performance decreased permanently. I'm not into scripting and programming at all, but by the way these fps-drops occure, I would suggest that there's a lot of data being logged of everything happening on the server. these files may grow by time/ action-ratio, depending on what happens on the map by how many actors. the server might read this files for relevant info, but as they ceep growing the time needed for that increases. the reason why there's no linear relation between playercount and server-performance is, although there is a relation in general, that you may be finally depending on how much's happening on the server by time. I hope BIS realize how important this part of the engine is for the future of the whole arma-series. the fact that bandwith and server-cpu-power are not being pushed to their limits at all before performance decreases is a major weakness considering the importance of multiplayer-gaming nowadays. I totally agree with you Blue, optimizing multithreading usage, amount of ram supported and network-performance should be priority to BIS!
  3. well, you have to know how different equipement and uniforms look like. distuingishing friend and enemy fast but correctly is a key skill in this combat sim and part of the game.
  4. hi blue1, first of all big thanks for your work on the mission and providing the server to us. although I can't help on scripting issues, I do have some thoughts on the mission: - even though there's a better, faster server now, I would recommend to limit player numbers to 40, maybe 42 as soon as some kind of high command is availible. 5 squads á 4 players on each side should be enough on the small island, and the extra server power may guarantee good performance even when there's lots of ledwasps in the air... - ever thought of working on the kkz v5? In my eyes, this version is a huge step forward, although the placed towers at camps should be removed... - lots of players don't like playing with that arcade-style crosshairs, would you consider to shut them off?
  5. Colonel_Kurtz

    TeeTimes Warfare

    the "save-gear-function" does not work for me in the original version by teetime, although it works perfect in the TB-version. I really enjoy playing the mission on TB-servers. unfortunately the price on choppers is so high, there is no way to buy one before one round ends. Is that intended, since AA-weapons are only availible to opfor right now, or due to performance issues? Also, only nato-silencers in 6,5mm are availible, even in the opfor-support-box. I remember having seen silencers for every other rifle in another mission, though I didn't find them myself in the mission editor yet. Are you guys planning to make them availible? But so far, thanks a lot to teetime, his crew, and of course the TB-crew for their work!
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