Page MenuHomeFeedback Tracker

Problem on Modservers with more than ten players
New, WishlistPublic

Description

We have massive Problems on our Server with Desync and Pings.
But only when the number of players exceeds 10.

What can it be?
Is it important how many objects are on the map and how many of them are "Simulation disabled"?
Does "enablesimulation false" make a difference in syncronizing Networkobjects?
Is it really necessary to update a vehicle position from all players in the crew? I hate this stuttering when i look up to the TARU.
Sometimes a car drives and the Gunner still stand in the car at the Base but the driver is on the road for five minutes. The gunner can see vehicle steering, but the vehicle position is not uptodate. How can that be??
Why some clientside scripts in the init.sqf will not be executet when the number of players exceeds 10? Desync??
For Example a 0 fadesound 0; sleep 40;0 fadesound 1; is not executet on every machine??

Details

Legacy ID
1105046442
Severity
None
Resolution
Open
Reproducibility
Always
Category
Multiplayer

Event Timeline

CHIMERACyborg set Category to Multiplayer.Mar 1 2015, 5:50 AM
CHIMERACyborg set Reproducibility to Always.
CHIMERACyborg set Severity to None.
CHIMERACyborg set Resolution to Open.
CHIMERACyborg set Legacy ID to 1105046442.May 8 2016, 11:34 AM