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If there are player mods enabled it's use at your own risk, unfortunately. I'm trying to fix problems that come up, but mod authors are often trying strange things that are untested.
Tried every solution mentioned in any thread I have found. Reinstall, verify files, "fix audio", turn off dedicated access to sound card, plugged in headset.
Unplayable in multiplayer :(
Got a few things you can try. On the client PC right click on Forts in Steam, then properties, local files, and browse local files. Navigate to data/db then open constants.lua in Notepad or similar. Search for SyncClock and try the following, one at a time (i.e. revert the failed change).
1) Set Enabled to false (no synchronisation)
2) Set PingMin to 0.04 (should avoid the client running ahead)
3) Set PingMin and PingMax to 0.06 or higher (same, but with less scope for error)
If these don't help you can install and run software called Network Emulation Toolkit[blog.mrpol.nl]. I use this to emulate less than ideal networks over my LAN. If you create a link with say 20-50ms of latency in both directions it should avoid the problem. This can be run on the host and then any number of clients on the LAN will be affected. Don't forget to turn it off afterwards.
Let me know how you go.
Won't be able to test NEWT until later.
On a side note, many larger mods (especially Tanya's Mod) are outright unplayable with many desyncs happening only 5 seconds away from the last rejoin. As mods are rarely perfect and usually outside official control, this just goes to the "nice to have" pile.
Anyway, this is all the info I've got so far. Feel free to use me for any testing.
I had another thought. If a client or the host has VSync turned off, or has a very high refresh rate monitor, this will increase the chances of this happening. If this is the case turn VSync on, or reduce the refresh rate in options -> video or within Windows or your video card's control panel.
There are quite a few desync fixes in the pipeline, and I'm looking into another one involving mods.