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  1. #1


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    Mods - which are supported and which are not

    SUPPORTED MODS
    We will keep a list of mods that are supported & which are unsupported here.
    This list will be a little fluid as it is developing.
    We will post info regarding mods we are not supporting.


    SUPPORTED (yes you can or will be able to use them)
    none



    UNSUPPORTED (not allowed)
    anything else

    REQUESTED

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  3. #2


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    Re: Mods - which are supported and which are not

    JSRS will not be supported. Hang on....we know & we love the way it sounds too. It appears to have issues with the way it calls sounds and can cause some server side issues like bad lag. We are looking into this more but until we hear that this issue has been addressed we will not be putting a key for this mod on the server.

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  5. #3
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    Re: Mods - which are supported and which are not

    This weekend, if my mic is set to voice activation, expect to hear me making my own pew pew sounds until JSRS is approved

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  7. #4


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    Re: Mods - which are supported and which are not

    Quote Originally Posted by J.B. View Post
    This weekend, if my mic is set to voice activation, expect to hear me making my own pew pew sounds until JSRS is approved
    I hear ya already.

    Woof had a good suggestion...that we keep allowed mods to the standard set for a week & monitor the server performance. Then we add the custom client side mods back on one at a time and continue to monitor performance. What do you think?

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    Re: Mods - which are supported and which are not

    Quote Originally Posted by Unk View Post
    JSRS will not be supported. Hang on....we know & we love the way it sounds too. It appears to have issues with the way it calls sounds and can cause some server side issues like bad lag. We are looking into this more but until we hear that this issue has been addressed we will not be putting a key for this mod on the server.


    Sad day... but thanks for all you do anyway. I had just added this addon last week and loved the sound... but I suppose we can all sacrifice for playing on the best server ever!

    Adding one or three mods at a time for monitoring sakes is a good idea.





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  11. #6

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    Re: Mods - which are supported and which are not

    Quote Originally Posted by Unk View Post
    Woof had a good suggestion...that we keep allowed mods to the standard set for a week & monitor the server performance. Then we add the custom client side mods back on one at a time and continue to monitor performance. What do you think?
    Genius!

    Pepper

    "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

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  13. #7
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    Re: Mods - which are supported and which are not

    Seconded.

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    Re: Mods - which are supported and which are not

    Mea Culpa on JSRS. After I was initiated in its thunderous intensity, I've been singing its praises and converting others to it. I really hope it isn't a source of server slowdown, and wait patiently for further word on it. At least I can stop looking for the stealthy goats in Takistan, or the ghost wolves in Chernarus for a bit.

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  17. #9


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    With jsrs off we had a much improved experience on Bravo last night. Will remove the keys for it from Alpha today.

    Sent thru the ether via Tapatalk.

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  19. #10
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    Re: Mods - which are supported and which are not

    The difference last night was like night and day. I am happy we have found a contributing factor to the fps slowdown.
    Ex-ARMA Irregulars Platoon Commander
    Ex-ARMA Administrator | Ex-Pathfinder | Ex-TGU Instructor

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  21. #11
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    Re: Mods - which are supported and which are not

    suggestion: we all go and flood JSRS's bugtracker/forums with pleas of anguish and despair.

    In other news: Can we consider "testing it out" again, at their 1.5 release when they improve the scripting?





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  23. #12
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    That's awesome that we found that out about jsrs! Server stability and performance over fancy sounds, any day.

    Yes, if they release an update that claims to fix issues, we should definitely allow it for a week our so, and see how it goes. Indeed, as many players as possible should be encouraged to use it during those periods, so we get as agitated a test as possible.

    By Jupiter, this mod signature stuff gives us lots of control over the server and is A Good Thing!

    Sent via Crapatalk 2. Please excuse the typos.


    [Spartan 9]

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  25. #13
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    Re: Mods - which are supported and which are not

    what about @RWS_sounds and @RWS_ace? it's a pretty good soundmod


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  27. #14


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    Re: Mods - which are supported and which are not

    Quote Originally Posted by flakt View Post
    what about @RWS_sounds and @RWS_ace? it's a pretty good soundmod
    Thanks for the suggestions. We will add these in one at a time beginning in about a week. It will take some time to get though them but at least we'll know which may be problematic that way.

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  29. #15
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    Re: Mods - which are supported and which are not

    they work the same way as ACE_SM does, there should be no problem. also you need both those addons for them to work with ACE, it totals about 260mb for both whereas JSRS is 1.4gb or something


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