Hello MyrthGraal.
Just to check that we understand correctly. Is the issue that you are in first person view and upon dying and respawning you are in third person view? If so, can you still reproduce the issue? And could it be server specific?
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Feb 2 2024
Hello JoeGrizzly234.
Currently we lack infrastructure to implement this.
Regards,
Geez
Wow, there is SO much misinformation in the title post. I run 10 modded 127 pop servers with fps limited at 60 for months now, there is no difference other than exactly what Geez said (less CPU usage).
@XMC_Cross doesn't help official servers or servers that only use handheld controller. These servers need an actual hood slot on the inventory screen.
Thanks for the clarification, Geez. It appears I might have misdiagnosed the issue, attributing it to the launch parameter when, in fact, it could actually be related to inadequate hardware on the host machine.
No, same issue
+1 please add option to attach hood
IF it's a keyboard and mouse server, you can attach the hood my placing the hood in the inventory of the Humvee, then dragging the hood to the name of the inventory category and it will be attached to the Humvee.
Feb 1 2024
Submitted player id for deletion to dayz.com
Still a problem on PS5...
Jan 31 2024
Tickrate is not directly tied to server FPS as long as they are above 30 FPS.
As morgoth0 cited above from RPT output, average server FPS over 8,000. That is the "tick rate". What OP suggests is the limitFPS command is choking the tick rate not just the server FPS you refer to. It is called FPS in the RPT but its not the same thing.
In T178800#2561763, @Gobs wrote:In T178800#2561762, @Geez wrote:The function OP referenced appears to limit FPS / tick rate server side.
Yes, we are aware, and the explanation I have provided still stands. The servers are designed to run at around 60 fps server side.
As morgoth0 cited above from RPT output, average server FPS over 8,000. That is the "tick rate". What OP suggests is the limitFPS command is choking the tick rate not just the server FPS you refer to. It is called FPS in the RPT but its not the same thing.
In T178800#2561762, @Geez wrote:The function OP referenced appears to limit FPS / tick rate server side.
Yes, we are aware, and the explanation I have provided still stands. The servers are designed to run at around 60 fps server side.
The function OP referenced appears to limit FPS / tick rate server side.
In T178800#2561736, @Geez wrote:In T178800#2561734, @Gobs wrote:I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.
No, we are talking about server FPS as well. Anything above 100 server FPS should have pure placebo effect and will unnecessarily exhaust CPU.
Also our wiki does not seem to mention anything about 1000fps? https://community.bistudio.com/wiki/DayZ:Server_Configuration
In T178800#2561736, @Geez wrote:In T178800#2561734, @Gobs wrote:I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.
No, we are talking about server FPS as well. Anything above 100 server FPS should have pure placebo effect and will unnecessarily exhaust CPU.
Also our wiki does not seem to mention anything about 1000fps? https://community.bistudio.com/wiki/DayZ:Server_Configuration
Also as mentioned above
If you experience performance or synchronization issues please report specific situations, ideally with reproduction steps and detailed description, to separate Feedback tracker tickets and we will investigate them.
In T178800#2561734, @Gobs wrote:I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.
I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.
Hello Scronkyy.
DayZ servers are designed to run around 60 FPS. Raising the value higher won't have any effect on how the server app itself runs and will only exhaust CPU resources unnecessarily.
@Geez Is this resolved for 1.24 experimental?
In T178253#2561265, @Geez wrote:Any new developments on your end?
Jan 30 2024
Any new developments on your end?
if ( identity ) // return partial message even if it fails to fetch identity { //return "Player \"" + "Unknown/Dead Entity" + "\" (id=" + "Unknown" + " pos=<" + m_PosArray[0] + ", " + m_PosArray[1] + ", " + m_PosArray[2] + ">)"; m_PlayerName = "\"" + identity.GetName() + "\""; m_Pid = identity.GetId(); } else { m_PlayerName = player.GetCachedName(); // should be "\"" + player.GetCachedName() + "\"" m_Pid = player.GetCachedID(); }
in pluginadminlog.c the quotes are missing in the else statement when getting the cachedname
are there any news regarding this?
Also shows the other issue that some flag names are displayed as Flag_Base
Jan 29 2024
It would be great if we could upload files(bans/whitelist) using FTP because the API still gives errors (like 500/502/504) from time to time, although not as often as before. Having the option to upload files this way would be a good backup plan for when other things go wrong. I know it's a big request, but I've been running servers for over 7 years, and dealing with troublemakers has always been a challenge. The recent issues with the Nitrado API have only made it harder. I hope you can consider this feedback.
I have this issue at times as well, with servers with little or no activity see the log example below
any update?
Jan 28 2024
Oh OK i get it thanks mate. I'm sure it never was like that.. only problem is that nobody plays 1pp offical
This problem is described here T178227
Jan 27 2024
Samething. Xbox Series X. On the Playstation on the same provider, the same connection works without problems.
Jan 26 2024
Unfortunately there is not much else we can advise you as we cannot produce this problem on our end at all.
Thank you, we will look into this.
And again... same errors, etc. So that's three times within an normal server reset cycle. This is server NY 2178 maybe your logs will show the abnormal operation.
...and again, same error. Attempted to pick up garden lime and was kicked. 0x00040004 followed by 0x00010001 error "unreachable" -- on next connection attempt i get the 35s timer "waiting for the end of previous session". I am using a wired internet connection by the way, and server location in NY is relatively close to my home. When I re-enter the server my character progress was rolled back by 1-2 minutes.
Warning 0x00040004 "Connection with host has been lost" occurring again.
Jan 25 2024
Alot of these issues started to occur since they gave server owners access to the ignore list file.
Deleting the items in that file, then saving and restarting did also improve it and is noticable on the server strain graphs too.
Sounds much better with the patch. Thanks!!
Good timing with the patch released this morning! So far so good. Will give it some more game time just to make sure before withdrawing the report.
Thank you for responding.
Not yet, haven't been building fires in experimental, will let you know when I do experience it.
Yeah I am not exactly sure of the issue. The 1.24 update seems to fix some desync issues but, the issue also happens on experimental as well.
Hello XMC_Cross.
Have you also experienced this on the experimental?
I have a uk community server on nitrado and have a few players having this issue.
There is too many of us having these issues to simply say its their network.
The crashes are so frequent that Exp 1.24 is unplayable currently.
Server has crashed again
Server crashed this morning and has now crashed again. I had submitted a ticket this morning about this same issue. Now it's happening again.
Jan 24 2024
The server is back up.
Can you reproduce the issue on the experimental version?
Close to a player built fence? You get the fence inventory instead of the barrel. You also can’t pack tents if they are too close to a player built fence
I am Using Shared Server For Site But Daily Again and Again Showing Database Server Error. Please Tell Me How is this Possible. InstaUp