Network fast movement replication! Please Help!

I already did the things as he suggested, and my previous post was already about this new configuration. And for hi speeds and frequent changes of character movement variables it’s faaaar from perfect. Especially when ground friction changes suddenly while character moves at couple of thousands of kilometers per hour. Yes it IS extreme, but I want it to be this way. And I can’t see why it can’t be.

Damnationist
That looks pretty similar, tough I use network lag emulation for testing. And on listen server it looks like client character is updating with 13-15fps while rest of the game works pretty smooth. So for me it doesn’t doubling. Also on all the other clients it really is perfectly smooth. It’s also true for actual build running through steam on different machines.