Massive lag spike are specific player amount

I have a 3x modded server that runs just fine until the server hits 80 pop. The minute the pop reaches 78-80 players.. the server get's HUGE lag spikes, kicking 7-15 people off the server. Who then rejoin and the server lags again. eventually causing players to just leave the server.

List of mods:
Admin Radar
Auto broadcast
BackPacks
BackPumpJack
Crafting Controller
Dangerous Treasures
Death Notes
Entity Owner
Fuel Gauge
Furnace Splitter
Gather Manager
Info Panel
Kits
LockOnRockets
Magic Loot
MasterKey
NoGiveNotice
NoGreen
Plane Crash
Quick Smelt
Recycler Speed
Server Info
Spawn Mini
Stack Size Controller
TimeOfDay
Unburnable Meat
Vanish
Welcomer

My Logs keep spamming the same things:



(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Saved 80,099 ents, cache(0.22), write(0.07), disk(0.02).
Saved 80,099 ents, cache(0.22), write(0.07), disk(0.02). 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Saving complete
Saving complete 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
5154917[5154917] was killed by MistaMeatball[76561############]
5154917[5154917] was killed by MistaMeatball[76561############]
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
3132510[3132510] was killed by MistaMeatball[76561############]
3132510[3132510] was killed by MistaMeatball[76561############]
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 747)
Kinematic body only supports Speculative Continuous collision detection 
(Filename:  Line: 1728)
The servers CPU usage and Memory never come CLOSE to maxing out and have been confirmed as not an issue. I've been told it's a MOD but I can't figure out which one. The problem on shows itself when the server reaches 80/150 players.

Any suggestions or help would be appreciated.. I'm new to running a rust server and still figuring things out.

Same problem here

Same here

same here massiv lag spykes and 2 jumping CPU's  imgame rubberbanding with 50 + Player

I also have this spamming my log, but there wasn't any lag on the server.

I only had 15-20 players online though.

 

 

you can al ljoin my "betat FP to death" bug reports on the piss poor log file systems..

I have recently beeen sitting on log files of 1GB a day...

The "Kinematic body only supports Speculative Continuous collision detection "  is "

harmless but bloody stupid, over 200mb of logfile just for this..., how about shortnnig it to 16 chars or less...

But my money would be on  "DT"  & "SSC"

here is a list of the same plugins I have that are the same as yours. But I have way more then you have listed. My lag starts at 40 players my cpu is at 30% ram is at 70% or 13gigs and server stays at 10- 35 frames

Admin radar
backpack
back pump jack
dangerous treasure
death notes
furnace splitter
kits
lock on rockets
no give notice
plane crash
quick smelt
server info
stack size controller
time of day
unburnable meat
vanish
welcomer 

Merged post

If everyone puts the plugins they have that are the same we could maybe narrow this down.

The problem with this is it is not scientific....
missing in both cases is the output from "o.plugins", with the timer values.
Then the OS....
Then The build..

same with vanilla server 

Kinematic body only supports Speculative Continuous collision detection
Kinematic body only supports Speculative Continuous collision detection
Kinematic body only supports Speculative Continuous collision detection

NullReferenceException: Object reference not set to an instance of an object
  at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x0010a] in <f9bf370ba5d84109b7123f45ba609ed9>:0 
  at NPCPlayer.ShotTest () [0x000e7] in <f9bf370ba5d84109b7123f45ba609ed9>:0 
  at NPCPlayerApex.ShotTest () [0x00000] in <f9bf370ba5d84109b7123f45ba609ed9>:0 
  at NPCPlayerApex.StartAttack () [0x00009] in <f9bf370ba5d84109b7123f45ba609ed9>:0 
  at Rust.Ai.StartAttack.DoExecute (Rust.Ai.BaseContext c) [0x00006] in <f9bf370ba5d84109b7123f45ba609ed9>:0 
  at Rust.Ai.BaseAction.Execute (Apex.AI.IAIContext context) [0x0000a] in <f9bf370ba5d84109b7123f45ba609ed9>:0 
  at Apex.AI.CompositeAction.Execute (Apex.AI.IAIContext context) [0x0001c] in <7eb0536a8fb34bcc8a790faa9ed09eb8>:0 
  at Apex.AI.Components.UtilityAIClient.Execute () [0x000ad] in <7eb0536a8fb34bcc8a790faa9ed09eb8>:0 
  at Apex.AI.Components.LoadBalancedUtilityAIClient.Apex.LoadBalancing.ILoadBalanced.ExecuteUpdate (System.Single deltaTime, System.Single nextInterval) [0x00000] in <7eb0536a8fb34bcc8a790faa9ed09eb8>:0 
  at Apex.LoadBalancing.LoadBalancedQueue.Update () [0x00095] in <202755f988f04042b9dce0287e399a48>:0 
  at Apex.LoadBalancing.LoadBalancerComponent.Update () [0x00004] in <202755f988f04042b9dce0287e399a48>:0 

Same with Vanilla server:

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Kinematic body only supports Speculative Continuous collision detection