[PacketLoss] C2SKickOutPercent VIE Min: 750 (up to 25%) VIE Max: 970 (up to 3%) VIE Info: ClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss) MGB Min: 600 (up to 40%) MGB Max: 950 (up to 5%) MGB Info: This is what the connection for Client (person connected to zone) to Server (the zone). 1000 means only 0% ploss is allowed. 0 means anyone can play, allows up to 100% ploss. So 500 means allows up to 50%. A good setting for this is 850, which is 15% ploss. If you have a good host, use 900 so up to 10% is allowed. S2CKickOutPercent VIE Min: 750 (up to 25%) VIE Max: 970 (up to 3%) VIE Info: ServerToClient packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss) MGB Min: 600 (up to 40%) MGB Max: 900 (up to 10%) MGB Info: This is the connect from Server (zone) to Client (player) is. Same as the Client to Server info with the numbers. For this, make it about 50 (5%) less than what the Client to Server is because the server is usally more laggy. Good setting: 800 (20%). SpectatorPercentAdjust VIE Min: 0 (0% more) VIE Max: 500 (50% more) VIE Info: Amount of extra packetloss a spectator is allowed to have. MGB Min: 0 (0%) MGB Max: 150 (15%) MGB Info: This is the extra packetloss that the specs can have before they are kicked out of the zone. If you are running a league, make it high. If you are running a regular zone, better to leave this 0 and set the others higher. Good setting: 50 (5%). PacketLossDisableWeapons VIE Min: 0 (Doesn't) VIE Max: 1 (Does) VIE Info: Whether the server disables weapons for high packetloss or not (1=yes 0=no) MGB Min: 0 (Doesn't) MGB Max: 1 (Does) MGB Info: If they have too much ploss and arn't spec/kicked, it will sometimes ignore some bombs/bullets because of his lag. Good to make sure someone isn't going laggy on purpose to live. This is a good feature to always have on, so i suggest 1 (does). [Latency] SendRoutePercent VIE Min: 300 VIE Max: 800 VIE Info: Percentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks) MGB Min: 200 MGB Max: 900 MGB Info: This is the % of the time that you have to spend from Client (player) to server (zone). Say, you know your zone lags, set this to 400. Then, if the ping takes more on the C2S by 40%, it kicks to spec mode. KickOutDelay VIE Min: 100 VIE Max: 2000 VIE Info: Amount of time the server can receive no data from the player before the player is kicked. MGB Min: 100 MGB Max: 1500 MGB Info: Simple, VIE said what it does for once... NoFlagDelay VIE Min: 100 VIE Max: 1000 VIE Info: Amount of time before the server can receive no data from the player before it denies them the ability to pick up flags. MGB Min: 100 MGB Max: 1500 MGB Info: When it means disables ability to pick up, means you run over flag, it doesn't pick it up. NoFlagPenalty VIE Min: 300 VIE Max: 32000 VIE Info: Amount of time user is penalized when they exceed the NoFlagDelay. MGB Min: 100 MGB Max: 32000 MGB Info: Once you have the server wait that NoFlagDelay, this is the amount of time it keeps that no-pick-up-flag thing going once it starts getting data from you again. SlowPacketKickoutPercent VIE Min: 0 VIE Max: 1000 VIE Info: Percentage of C2S slow packets before a player is kicked. MGB Min: 0 MGB Max: 1000 MGB Info: VIE said correctly. 0 = 0%, 1000 = 100%, 736 = 73.6% SlowPacketTime VIE Min: 20 VIE Max: 200 VIE Info: Amount of latency C2S that constitutes a slow packet. MGB Min: 10 MGB Max: 500 MGB Info: The delay in millseconds that server thinks is a slow packet. 1000 = 1 sec, 432 = .432 seconds. SlowPacketSampleSize VIE Min: 50 VIE Max: 1000 VIE Info: Number of packets to sample C2S before checking for kickout. MGB Min: 10 MGB Max: 5000 MGB Info: The amount of slow packets until it thinks your really laged for a kickout. ClientSlowPacketKickoutPercent VIE Min: 0 VIE Max: 1000 VIE Info: Percentage of S2C slow packets before a player is kicked. MGB Min: Read above for C2S stuff! MGB Max: Read above for C2S stuff! MGB Info: Read above for C2S stuff! ClientSlowPacketTime VIE Min: 20 VIE Max: 200 VIE Info: Amount of latency S2C that constitutes a slow packet. MGB Min: Read above for C2S stuff! MGB Max: Read above for C2S stuff! MGB Info: Read above for C2S stuff! ClientSlowPacketSampleSize VIE Min: 50 VIE Max: 1000 VIE Info: Number of packets to sample S2C before checking for kickout. MGB Min: Read above for C2S stuff! MGB Max: Read above for C2S stuff! MGB Info: Read above for C2S stuff! MaxLatencyForWeapons VIE Min: 20 VIE Max: 200 VIE Info: Maximum C2S latency to allow before server disables weapons. MGB Min: 10 MGB Max: 500 MGB Info: If your C2S lag is too big, it will ignore some of your weapons. This is that number to see if it is too big. MaxLatencyForPrizes VIE Min: 50 VIE Max: 800 VIE Info: Maximum amount of time that can pass before a shared prize packet is ignored. MGB Min: 10 MGB Max: 1000 MGB Info: When you get a green, you share with teammates. If this amount of time passes, it ignores that green. So laggers can't green well. Let them have that for there lag! MaxLatencyForKickOut VIE Min: 40 VIE Max: 200 VIE Info: Maximum latency that allowed before kickout. MGB Min: 10 MGB Max: 200 MGB Info: If you got too many ignored packets, kicks ya. LatencyKickOutTime VIE Min: 300 VIE Max: 3000 VIE Info: Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs. MGB Min: 200 MGB Max: 5000 MGB Info: Amount of time that server doesn;t recieve a packet before it kicks you. Good for kicking out those people with 2000 ping. S2CNoDataKickoutDelay VIE Min: 100 VIE Max: 32000 VIE Info: Amount of time a user can receive no data from server before connection is terminated. MGB Min: 100 MGB Max: 32000 MGB Info: If you don't get anything from server in this amount of time, your ss will says no data. Make sure isn't too high, else *recycle will take a bit for people to know they have to leave. CutbackWatermark VIE Min: 500 VIE Max: 32000 VIE Info: Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets. MGB Min: 500 MGB Max: 32000 MGB Info: If the server is setting a shitload of data to you, if it is higher than this number, it will try ignoring unimportant data. (Like where a green appears, ship locations, etc)