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Vehicles 147
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Light vehicles
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Armoured vehicles
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Tiltrotor aircraft
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Naval craft
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Vehicle-mounted weapons
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Planning and Execution 155
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Theatres and Campaigns
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Deployment execution 57
- FM/G146 Introduction to Mission Support
- FM/G144 Leading as the Lead Game Master
- FM/G143 Assisting the Lead Game Master
- FM/G153 Using the Zeus interface
- FM/G145 Creating a fun battlefield
- FM/G159 Zeus modules
- FM/G147 Underlying Arma mechanics
- FM/G158 Handling ARMA bugs
- FM/G148 Roleplaying
- FM/G154 Scheduling a deployment
- FM/G407 Battle Management
- FM/G408 Operational Awareness
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FMDG Communications
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Radio Comms (Staging)
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Reports (Staging)
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FMDG Field Leadership
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FMDG Rotary Wing
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Loadout (Temp)
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UNIHELP
Every role card
Command & Control
Ground Operations
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Core Infantry 13
- Assistant Automatic Rifleman Verified
- Rifleman Verified
- Ammo Bearer Verified
- Grenadier Verified
- Automatic Rifleman Verified
- Interpreter Verified
- Assistant Machinegunner Verified
- Assistant Machinegunner, Heavy Verified
- Machinegunner, Medium Verified
- Machinegunner, Heavy Verified
- SF Operator Verified
- SF Gunner Verified
- Rifleman (Leadership Observer) Verified
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Cavalry 12
- Light Vehicle Crewman (Driver) Verified
- Light Vehicle Crewman (Gunner) Verified
- Light Vehicle Crewman (Commander) Verified
- Light Vehicle Section Commander Verified
- AFV Crewman (Driver) Verified
- AFV Crewman (Gunner) Verified
- AFV Crewman (Commander) Verified
- AFV Section Commander Verified
- MBT Crewman (Driver) Verified
- MBT Crewman (Gunner) Verified
- MBT Crewman (Commander) Verified
- MBT Section Commander Verified
Air Operations
Support Operations
Scenario Operations
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Mission Support 11
- War Correspondent Verified
- Civillian Roleplayer Verified
- Assistant Game Master Verified
- Mission Support Observer Verified
- Game Master (≤15) Verified
- Game Master (≤32) Verified
- Game Master (≤64) Verified
- OPFOR Roleplayer Verified
- Lead Game Master (≤15) Verified
- Lead Game Master (≤32) Verified
- Lead Game Master (≤64) Verified
FM/BG-745 · v2.00
Understanding server performance
- Code
- FM/BG-745
- Kind
- Guide
- Version
- v2.00 1yr ago
- Views
- 300
- Platforms
- As its document
- Published by
- SPC Vyqe 8 Dec 2024
- Last material change
- v2.00 Changed the wording to be more professional and expanded to make it clearer.
174 words added, 194 words removed.
v1.00
What is server performance
An Arma server is essentially an Arma game instance that doesn't show any visuals. This means that given identical hardware, the server is (generally) able to achieve better performance than the game clients. As with our own client, server performance is expressed in frames per second (fps). While the concept of a frame does not make much sense in the context of a server (a frame is the name of every image that gets sent to the screen to display), it is analogous and can be read as “updated to game world per second”. Some other games use the term “tickrate”.
Why care about server performance
While in the old days the server fps had a direct impact on client fps, this isn't the case anymore in later version of the game. However, that doesn't mean that server performance ins't important: a poorly performing server can still be a major detriment to the enjoyment of the players. Some of the things that are caused by poor server performance are:
Bad hit registration
Teleportation of AI/vehicles
Connection stability
What affects server performance
Below is a list of things that have a noticeable effect on server performance. More detail can be found in dedicated blocks, but in general, less of these will be better for the server.
Spawning things
AI units
Vehicles
Static objects
Exploding munitions/munitions with submunitions
Scripted audio (especially when moving)
v2.00
What is Server Performance?
An Arma server is an instance of a game without rendering, hence it can perform better in comparison to game clients even on the same hardware. Much like the client, a server's performance is evaluated through means of Frames Per Second (FPS), though on a server "a frame" would typically mean the amount of "game world updates per second.", A concept similar to "tickrate" used in some other games.
Why Care About Server Performance?
In modern versions of Arma, server FPS no longer directly affects client FPS. However, server performance remains critical to maintaining a smooth and enjoyable gameplay experience. Poor server performance can lead to:
Bad Hit Registration: Impacts the accuracy and reliability of weapon fire.
AI/Vehicle Teleportation: Causes erratic movement of units and vehicles.
Connection Stability Issues: Results in lag and disconnects for players.
What Affects Server Performance?
Various factors can affect server performance significantly. The following reduces the number or frequency of, leading to better server stability and gameplay experience:
Entities Spawned: Frequent and/or large-scale spawning of units or objects.
AI Units: Great numbers of AI-controlled characters.
Vehicles: Especially when moving or active.
Static Objects: Too many decorations or functional objects.
Exploding Munitions/Submunitions: Explosions or ammunition that have fragmentation or secondary effects.
Scripted Audio: Particularly dynamic/moving audio scripts.
What is server performance Server Performance?
An Arma server is essentially an Arma game instance that doesn't show any visuals. This means that given identical hardware, the server is (generally) able to achieve of a game without rendering, hence it can perform better performance than the in comparison to game clients. As with our own clients even on the same hardware. Much like the client, server a server's performance is expressed in frames per second (fps). While the concept of a frame does not make much sense in the context evaluated through means of Frames Per Second (FPS), though on a server (a frame is "a frame" would typically mean the name amount of every image that gets sent to the screen to display), it is analogous and can be read as “updated to game "game world updates per second”. Some second.", A concept similar to "tickrate" used in some other games use the term “tickrate”. games.
Why care about server performance Care About Server Performance?
While in the old days the In modern versions of Arma, server fps had a direct impact on FPS no longer directly affects client fps, this isn't the case anymore in later version of the game. FPS. However, that doesn't mean that server performance ins't important: a poorly performing server can still be a major detriment remains critical to the enjoyment of the players. Some of the things that are caused by poor maintaining a smooth and enjoyable gameplay experience. Poor server performance are: can lead to:
Bad hit registration Hit Registration: Impacts the accuracy and reliability of weapon fire.
Teleportation AI/Vehicle Teleportation: Causes erratic movement of AI/vehicles units and vehicles.
Connection stability Stability Issues: Results in lag and disconnects for players.
What affects server performance Affects Server Performance?
Below is a list of things that have a noticeable effect on server performance. More detail Various factors can be found in dedicated blocks, but in general, less of these will be better for affect server performance significantly. The following reduces the server. number or frequency of, leading to better server stability and gameplay experience:
Spawning things Entities Spawned: Frequent and/or large-scale spawning of units or objects.
AI units Units: Great numbers of AI-controlled characters.
Vehicles Vehicles: Especially when moving or active.
Static objects Objects: Too many decorations or functional objects.
Exploding munitions/munitions with submunitions Munitions/Submunitions: Explosions or ammunition that have fragmentation or secondary effects.
Scripted Audio: Particularly dynamic/moving audio (especially when moving) scripts.
Where it appears
On role cards
On 4 role cards in 1 combat area.
Named on
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Lead Game Master (≤15)
Mission Support
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Lead Game Master (≤32)
Mission Support
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Lead Game Master (≤64)
Mission Support
The other 1 role reads it through these cards.
By combat area