Code: Show/Hide [Core] // No data kickoff delay from subspace PacketSilenceLimit=2000 // Higher numbers mean faster uploads, but more ploss MaxReliableInTransit=3 // Decrease this number if you want to minimize b/w ChunkSize=496 // PriitK's directories aren't compatible ClusterMode=0 // Maximum number of simultaneous uploads MaxHosts=1 |
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my main concern is memory + cpu usage as the server as i'm running other apps on it |
Doc Flabby wrote: |
Bandwidth isnt a problem my main concern is memory + cpu usage as the server as i'm running other apps on it |
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// PriitK's directories aren't compatible ClusterMode=0 |
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At approximately 10.10am EST we started noticing packet loss and latency to all of our DNS servers. These are geo-graphically diverse and located in 3 different states within North America. Our entire team was alerted to the issue and working closely with our network vendors, we identified a large scale DDoS attack ( up to 113,000 pps ) against our 3 DNS servers. Obviously this is a very targeted attack by someone hell-bent on taking our DNS services down. This resulted in connectivity issues for all customers who use our DNS system as well as our own website. At this point in time, the attacks are mostly filter. We expect services to return to normal shortly. |
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ssdir.playsubspace.com |
Doc Flabby wrote: |
I'm not impressed. |
Poli wrote: |
When downloading from SSCentral.com I have noticed odd results with dead zones showing 10 players, and until today just ignored it and laughed it off that doc fixed his 100 player bug creating a 10 player bug.
But today when downloading, I noticed all the zones he probably manually inputed (seeing it is SSCU hosted zones) show 10 players. I tried downloading from only SSDir and found the same issue, returning 10 players for population. So just figured I'd give ya a heads up. |