Hallo zusammen.
Mir ist ein komisches Phänomen aufgefallen.
Ich spiele gerne die Escape Mission (basierend auf der Arma2 Mission von Engima - portiert von NeoArmageddon und Scruffy - angepasst von mir).
Diese Escape Mission läuft relativ gut auf den Vanilla und CUP Inseln.
Nur bei der DLC Karte Weferlingen, sowie auf Livonia kommt es zu einem eigenartigen starken "Warp-Effekt".
Hierbei werden nicht nur die KI sondern auch die Spieler in mehr oder weniger regelmäßigen Abständen zu ihrer aktuellen Position gewarpt.
Je schneller die Positionsänderung erfolgt (Fahrzeug), desto stärker sichtbar.
Die Basic.cfg ist jedoch die selbe.
Eine Escape Altis zeigt zb. diesen Effekt nicht.
Ich habe keine Ahnung warum die Netzwerkeinstellungen auf Weferlingen und Livonia schlechter funktionieren sollten als auf anderen Karten.
Wenn jemand eine Erklärung bzw Lösung bzw die selben Erfahrungen gemacht hat, bitte ich um Aufklärung
Hier meine Basic.cfg:
- // These options are created by default
- language="English";
- adapter=-1;
- 3D_Performance=1.000000;
- Resolution_W=800;
- Resolution_H=600;
- Resolution_Bpp=32;
- terrainGrid=25;
- viewDistance=2000;
- // These options are important for performance tuning
- /*
- MaxBandwidth=<top_limit>;
- Bandwidth the server is guaranteed to never have (in bps).
- This value helps the server to estimate bandwidth available.
- For 1 Gbps connection: 1073741824
- */
- MaxBandwidth = 1073741824;
- /*
- 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
- For 1 Gbps connection: 107374182
- */
- MinBandwidth = 12800;
- /*
- MaxMsgSend=<limit>;
- Maximum number of packets (aggregate messages) that can be sent in one simulation cycle ("frame").
- Increasing this value can decrease lag on high upload bandwidth servers. lower by 256 until it's ok
- Default: 128
- */
- MaxMsgSend = 512;
- /*
- MaxSizeGuaranteed=<limit>;
- Maximum size (payload) of guaranteed packet in bytes (without headers).
- Small messages are packed to larger packets (aggregate messages).
- Guaranteed packets (aggregate messages) are used for non-repetitive events like shooting.
- lower by 64 until it's ok
- Default: 512
- */
- MaxSizeGuaranteed = 448;
- /*
- MaxSizeNonguaranteed=<limit>;
- Maximum size (payload) of non-guaranteed packet in bytes (without headers).
- Soldier or vehicle movement.
- Small messages are packed to larger packets (aggregate messages).
- Non-guaranteed packets (aggregate messages) are used for repetitive updates like soldier or vehicle position.
- Increasing this value may improve bandwidth requirement, but it may increase lag.
- increase by 16 until it's ok
- Default: 256 ...320
- */
- MaxSizeNonguaranteed = 240;
- /*
- class sockets{maxPacketSize = <limit>;};
- Maximal size of packet sent over network.
- This can be set for both client-to-server AND server-to-client(s) independently!
- Default: 1400
- Use please only in case Your router or ISP enforce lower packet size and You have connectivity issues with game
- Desync might happen if used MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize.
- maxPacketSize default reduced from 1490 to 1400 since 1.60, thus MaxSize... values over 1300 could be affected negatively.
- */
- class sockets{maxPacketSize = 1400;};
- /*
- MinErrorToSend=<limit>;
- Minimal error to send updates across network.
- Using a smaller value can make units observed by binoculars or sniper rifle to move smoother at the trade off of
- increased network traffic.
- Default: 0.001
- */
- MinErrorToSend = 0.001;
- /*
- MinErrorToSendNear=<limit>;
- Minimal error to send updates across network for near units.
- Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well.
- Default: 0.01
- */
- MinErrorToSendNear = 0.01;
- /*
- MaxCustomFileSize=<size_in_bits>;
- Users with custom face or custom sound larger than this size are kicked when trying to connect.
- 100000 bytes = 100kb
- 500000 bytes = 500kb
- 800000 bytes = 800kb
- 1000000 bytes = 1000kb = 1mb
- */
- MaxCustomFileSize = 500000;