I am 99% sure PredicitonMode (PM) Only affects clients. This is how clients will predict/interpolate object positions. This should not affect server performance
When I've wrote about my observations, I've thought about the windowed mode influence.
Maybe it was the cause. Sometimes the fps drops down a lot (from 60 to ~46) with it, so I need to ckeck it more.
Let me just make sure: are you testing performance on a dedicated server and not a listen server? Networkables are meaningless on a listen server.
Yes, only on dedicated (due to the listen server launch problems on stock BF2.exe)
[R-CON]Fastjack wrote:What is the full name and path of the object you try to spawn on the added objectspawner on your unmanned AC130?
Not AC-130, if it matters

This is the PCO with tu-95 model, that is driven by the force.
It has the following spawner tweaks:
ObjectTemplate.create ObjectSpawner tu95_bomb_spawner
ObjectTemplate.activeSafe ObjectSpawner tu95_bomb_spawner
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 tu95_bomb_PCO
ObjectTemplate.setObjectTemplate 2 tu95_bomb_PCO
ObjectTemplate.minSpawnDelay [number]
ObjectTemplate.spawnDelayAtStart 1
ObjectTemplate.team 2
The bomb PCO has the following tweak (cutted the unneccesary stuff):
ObjectTemplate.activeSafe PlayerControlObject tu95_bomb_PCO
ObjectTemplate.setNetworkableInfo BasicInfo
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1
ObjectTemplate.armor.hitPoints 1
ObjectTemplate.armor.defaultMaterial 90
ObjectTemplate.armor.waterLevel -0.3
ObjectTemplate.armor.explosionForce 50
ObjectTemplate.armor.explosionDamage 950
ObjectTemplate.armor.explosionRadius 90
ObjectTemplate.armor.explosionMaterial 56
ObjectTemplate.armor.wreckHitPoints 0
ObjectTemplate.armor.destroyOnSpectacularDeath 1
ObjectTemplate.armor.addArmorEffect 0 e_exp_Xlarge2 0/-2/0 0/0/0
ObjectTemplate.geometry sc1000
ObjectTemplate.setCollisionMesh sc1000
ObjectTemplate.mapMaterial 0 metal 32
ObjectTemplate.mass 1000
ObjectTemplate.gravityModifier 1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
But I've tried different PCOs, of course.
Maybe it's missing ObjectTemplate.preCacheObject 1
Thanks, I'll try it.
It loads alphabetically and in this case is very strict about it.
I've noticed something similar when I've tried to remove the small_collonly0.collisionmesh file from the pickup kits folder. I.e. in the following stucture:
Vehicle
--PickupKits
----CH
------AT_ATS_CH
------Support_CH_RPK
the file must be only in the first folder in the alphabetical order, AT_ATS_CH.
If I put it only in the Support_CH_RPK/Meshes folder, the server crashes at 30%, that means collision problems.
'[R-DEV wrote:Arab']Here's the code (Uses .con and .tweak in own folder):
I'll try to check it, but I'm afraid is still will be CTD with the networkabled projectiles.