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Found 6 results

  1. I've been playing Arma since OFP and it really seems like the multiplayer experience in this "instalment" hasn't changed. I'm so incredibly sick of shooting other players in CQB just for them to soak it up or die two seconds later. You can do everything right and have a massive advantage and the fight will still end up 50/50. Why cant enemies drop when they're shot? It really seems like BI doesn't care about the multiplayer experience and completely neglects it. I mostly play on modded servers which does seem to increase this lag time a small bit, but even official servers are plagued with this issue. Most games when you shoot the enemy, its crisp but in Arma its the most unsatisfying experience.
  2. Hey! I am a part of an Arma 3 unit with around 50~ players using a custom modlist (which can be attached) and a battalion size Armahosts server with 0 HCs (250+ player slots, should be more than capable). We've been having extreme desync to the point of server failure, whenever desync starts, the server RPT stops logging, and on top of that, the server RPT reaches incredibly large file sizes (for a text document), upwards of 5mb. In order, we have 1. Trimmed the modlist to bare minimums (anything left *could* be removed but would permanently force us to make massive changes) 2. Upgraded the server to maximums (based off of 2 other Arma units using an incredibly similar modlist, with identical playerbases) 3. Each time we try to do an operation, the desync happens at seemingly random moments, but always towards the beginning of the op, and sometimes even before a firefight has broke out 4. Completely reinstalling every mod and server data, using a base Arma 3 mission file (as a test) 5. The ONLY common denominator in the operations is that the desyncs and the crippling desyncs start when we are around 20-30 minutes into the server being up (around when we step off), and someone either joins late or rejoins after disconnecting, and the server log sends in a million errors, before completely halting all logging around when major desync occurs, crippling the entire server. We have waited around 20 minutes post desync with every player still on, and to no avail. We have consulted our peers extensively, and come to the conclusion that we have no choice but to just keep doing what we know, and we don't want to force our player base to go through any more desync. If ANY of you have ideas or thoughts, any at ALL, please let me know. https://gist.github.com/BeaniePope/1bf6a3e5f15b357bcf14c5ab41f49dc1 <--- Last log file, 6/5/24 https://gist.github.com/BeaniePope/8b34f56cdf08e4b32af0fefe31e474b6 <---- Current modlist 6/5/24
  3. This is an issue for issue reiteration of <https://feedback.bistudio.com/T63493> this user's issue, but this is dated 2013-2014. I am wondering if there have been any updates to fixing this issue. Issue: Completely stable connection to any dedicated multiplayer session is hard severed after 20~40 minutes. The pop up "User ME is losing connection." pops on my screen followed by the red chain links & "No Message received for X seconds" timer. The timer reaches 90 & the server kicks me. Teamspeak, In game Steam browser, & outside of game internet browsing remains stable through the entire process. No other multiplayer game is experiencing this issue. I did not keep track of it well, but I believe the issue began around the last base game update. This coincides with the forum post linked above. There seems to be no solution besides "wait for the next game update to hopefully un-screw it." What I have tried: Disable firewall. Disable DDoS protections. Verify game files. Verifying mods. Different game servers. UPnP IPv6 <3
  4. Hello everyone, and thank you for taking the time. I have returned to Arma 3 mission making and server hosting after a break, and have been really excited to get going. I know some ins and outs how to manage a server, and do some troubleshooting already, when it comes to mission making, scripts, and to find out problems with the server and the logs. However, this issue is not something that I have managed to resolve as of yet; There is some kind of desync issue with the server, sooner or later as I am hosting an operation, or another gamemode such as Escape, sooner or later at some point the server will start to desync strongly in periods .. like when AI is spawning or moving about. I have tried to run the missions without some scripts, to test if it fixes the desync but it hasn't .. so I was thinking maybe there is an issue in the mod list, somehow, or corrupted files in the server, or something to do with the server getting overloaded and too busy .. which has led me to read about Headless Clients, which is too complex for me. Current mod list during operations; Mod list during Escape (custom modded); Keep in mind we experience same desync issues, with both mod lists. Perhaps answers can be found in the log, I appreciate if anyone could take a look; This is the log from yesterday when we were playing Escape Tanoa (custom with mods).
  5. http://www.twitch.tv/infinitexroads/v/564560628?sr=a&amp;t=4s hyperlinked is a video of me struggling to enjoy your game due to ridiculous bugs. This is pathetic and frankly making me want to quit playing/streaming the game altogether. In the video I could not eat, couldn't reload a mag, couldn't reload a gun, couldn't aim down sights, fell through the map and desynced only to be torn apart by zombies. All separate but consecutive occurrences in 6 minutes of gameplay. Please fix these issues. I will not play if they keep happening especially when I put HOURS into gathering resources.
  6. Spark23

    Random desync

    someone knows what mean messages from *.rpt of this issue ticket? https://feedback.bistudio.com/T119620 Yesterday we was 5 friends, after passed 15 minutes, when a 6th friend joined to game desyncs started, This is random. nobody die but rpt say dead....
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