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  1. E

    Bugs with dayz 1.7.6.1 or just me?

    I too am getting the 'something went wrong please reconnect' error, according to player reports (hasn't happened to me personally on any of my servers yet). seems to be ok if the user waits 30seconds or so, they eventually get in.
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    quite bad desync occuring

    have tried lowering our ping limit (was previously 170, now 110ms) and that seems to have helped too - still occurs, but now only occasionally (compared to almost like clockwork) and not for long.
  3. E

    quite bad desync occuring

    thevisad - yes you're completely right. In my case, ping limit is at 170ms (I've been thinking of lowering this - never really thought about how this could affect desync so now you've mentioned it i'll give it a try), hive logging isn't spamming anything but I do notice that the batteleye script...
  4. E

    quite bad desync occuring

    i updated to latest reality - enabled ssZeds. it seems to have reduced the length and frequency of desync events (broken red chain), but it's still occurring. now using same basic.cfg as thevisad, while it has helped a bit it hasn't completely stopped it. hopefully dayzmod has a patch or...
  5. E

    quite bad desync occuring

    just testing out your basic.cfg settings, currently about 42 players across my servers (16 on one, which i tested on). desync is greatly reduced, there still was some but it was over very quickly and wasn't as bad as previously. so a step in the right direction! thanks for the assistance...
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    quite bad desync occuring

    I almost have the exact same specs there... running 8 dayz servers, split between 2 PE 1950's (same CPU's, but only 16gb in each physical server) running win2008 std x64 guests on esxi 5 as well. both sitting in a DC on 100mb IP transit. like i said previously, was running just fine before...
  7. E

    quite bad desync occuring

    Thanks for that info - I'll try tweaking those settings (and changing back to 1500 max packet, since it's only 1500 mtu on the network). We're running on a 100Mbps IP link (that's actual available bandwidth, not just the connection speed). Before updating to 1.7.5.1, we were only peaking at...
  8. E

    white listing?

    personally, we use the one found here - http://dayzmod.com/forum/index.php?/topic/87083-whitelist-to-the-rescue/ works well, we have it hooked up to a table in our db, which made it easy to implement donator whitelisted servers automatically (once a user donates, they fill in their guid &...
  9. E

    quite bad desync occuring

    actually, i wouldn't mind comparing peoples basic.cfg... below is mine, which worked just fine previously but wondering if it could be tweaked more? have read a few threads about it, but not since 1.7.5.1 MinBandwidth=83886080; MaxBandwidth=125829120; MaxMsgSend=92; MaxSizeGuaranteed=128...
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    quite bad desync occuring

    mysql is on a remote server, 100mb between them (same switch) - has never been an issue before though. I increased the max packet size on the config files to see if that helped (was 1400, now 2048) but that hasn't helped. Next, I'm probably going to try a fresh rebuild of the server files...
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    quite bad desync occuring

    FWIW, also running with wrecks & custom inventory...
  12. E

    quite bad desync occuring

    hi guys, have noticed since updating to 1.7.5.1 and reality that our servers are experiencing huge amounts of desync every few minutes, if there's more than around 10 or so people on. e.g. players teleporting around the place (not hacks, as in you observe them running in one direction, then...
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