Possible unit cleanup issue tied to inactive/preactive stages #7

Open
opened 2026-08-10 13:44:57 +00:00 by Luke · 0 comments
Member

Facing significant performance issues due to unit count in cases where the majority of units should be despawned. Mission has ~7.1k units (2.6k vehicles, 4.3k statics), but only approx 1.5k in the initial stage. Pre-activation is set to 3 zones (Zone 1 is active, zones 2-4 are pre-activated).

When only the first stage is fully activated, there is significant lag to the point of the server instance timing out connection attempts. If a connection is successful, the user is unable to choose a coalition or slot. Server instance on the machine is not responsive.

Deleting the third and fourth stage (Out of the four total) resolves the issue in its entirely. Setting pre-activated zones to 1 appears to reduce the performance impact, but not significantly, and my testing of this was less-than-scientific.

Spearhead Compile Time: 2025-12-22T14:44:59.839989
.Miz attached (Re-named to .zip to comply with Gitea file type limits)
Facing significant performance issues due to unit count in cases where the majority of units should be despawned. Mission has ~7.1k units (2.6k vehicles, 4.3k statics), but only approx 1.5k in the initial stage. Pre-activation is set to 3 zones (Zone 1 is active, zones 2-4 are pre-activated). When only the first stage is fully activated, there is significant lag to the point of the server instance timing out connection attempts. If a connection is successful, the user is unable to choose a coalition or slot. Server instance on the machine is not responsive. Deleting the third and fourth stage (Out of the four total) resolves the issue in its entirely. Setting pre-activated zones to 1 appears to reduce the performance impact, but not significantly, and my testing of this was less-than-scientific. ``` Spearhead Compile Time: 2025-12-22T14:44:59.839989 .Miz attached (Re-named to .zip to comply with Gitea file type limits) ```
Sign in to join this conversation.