Re: st.fpservice.ipactive.de
Reply #11 –
Thank you for your detailed response. Desyncs may happen due to the following reasons:
(1) network connection lost (for example: your provider stops your connection, the simutrans server crashed etc)
(2) incompatible simutrans versions
(3) simulations are not synchron anymore, that is sooner or later your game copy and that on the server diverges. Reasons could be: non-identical paksets (this should be checked before connecting, implementation in progress) or BUGS in the simutrans engine itself
(4) your client's simulation is ahead in time of the server's simulation, and your client get a command that he should execute at a point in gametime that has alread p****ed. Reasons: general timing hickup^^ Possilble cure: the server should decrease the simuconf.tab parameter 'server_frames_between_checks' (default 256, minimum 1)
As to (3) and (4): it should be noted that the simutrans client-server-model requires that all modifications to the game world are done identically on all clients/server. That is, the execution of some tool has to be done exactly at the same moment of in-game time. That said, if the simulation on your client is far behind the server's simulation, you will experience the lags if you want to do something: each click is processed some seconds/minutes later.
Of course. Its a matter of available developer's time. Any helping hand is most welcome!!!!!!11111 had to emphasize that 
Would be possible.