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Unturned lag lines
Unread postPosted:August 5th, 2017, 7:33 am
by espiovvv
On Pandahut #10 (Washington), the server often lags and causes all players to disconnect, having to rejoin, there is not much lag at all on #13, and the problem is solely on #10, on PvP servers the issue is non-existent, but #10 is terrible, and it requires a better server host, usually #10 has the most players, but even with two players on the problem is still very bad, please either wipe it more often, get a new server host or find a different way to reduce/clear the lag on #10, it sucks as it is right now!
Re: Unturned lag lines
Unread postPosted:August 5th, 2017, 7:47 am
by Toothless
The problem of the lag on PH10 is not the server host but the amount of people crowded in one single place such as Seattle, which is the main point of lag. If it were to be the server host that was causing the lag every other server would be having the same problem. But from what I see if the map were to made to a Large Washington Roleplay map it would help the problem significantly by reducing the amount of people in one area.
Re: Unturned lag lines
Unread postPosted:August 5th, 2017, 10:02 am
by Danny Dog
You get the lag when you render big objects such as buildings
Re: Unturned lag lines
Unread postPosted:August 5th, 2017, 10:04 am
by RagnarosPower
Server simply requires daily small wipes to where admins go around wrecking unneeded structures and buildings which are too close to each other, causing clutter. That'd stop the mass disconnecting and should only give you 1/2 seconds freeze upon rendering another area, a.k.a "lag lines" which are far from each other.
Re: Unturned lag lines
Unread postPosted:August 5th, 2017, 11:11 am
by Splashy
Ragnaros is right. When you render in new buildings you get lag lines, and with all the buildings and the lack of admins using the /wreck command daily to clear out unnecessary stuff, there are some lag lines that will guarantee crash / disconnect you when you pass them, some I've noticed are the one from seattle to camano campground, and the one from seattle to olympia military base.
Re: Unturned lag lines
Unread postPosted:August 5th, 2017, 11:25 pm
by tMoist
Those damned damage logs tsk tsk
Re: Unturned lag lines
Unread postPosted:August 5th, 2017, 11:32 pm
by ACerealBowl
Everything you said is %100 wrong!!! PH needs a new server host!!!!
Buy it here!!!
Www.cerealbowlhostlegit.com
Have a great day


Re: Unturned lag lines
Unread postPosted:August 5th, 2017, 11:40 pm
by tMoist
Everything you said is %100 wrong!!! PH needs a new server host!!!!
Buy it here!!!
http://Www.cerealbowlhostlegit.com
Have a great day 

The fact that link had a capital letter kinda gave it away for me
Re: Unturned lag lines
Unread postPosted:August 6th, 2017, 12:12 am
by Loxtonjoel
I went on and cleared 900+ elements yesterday on #10. We are discussing ways to limit buildings which will most likely be implemented in a month or two (if all goes well)
Re: Unturned lag lines
Unread postPosted:August 8th, 2017, 1:44 pm
by RagnarosPower
Well lag can be easily avoided if enough devotion is given towards the issue, how I used to deal with the lag was by going on both RP servers daily and ensuring the element count does not go above 9000, that's where the server will have these "lag lines" and such. Ensuring not much clutter exists is also important, if you have to clear an entire section of a city due to clutter, let it be so. It is the player's fault if they decide to build in a highly populated area with multiple buildings there. If both RP servers do not reach the 9000 elements count then I guarantee nobody will complain about lagging, I obviously do not know if what I used to do is still in conduct although I'd recommend to the RP Head's to follow my daily procedure if they wish, as for the limitation of building, that will be a hard and confusing thing to add, although unturned might've changed a bit since I last went on so maybe a solution is possible