This has been in existence since the onset of this Game.
Leader of the flight when in formation, always has to pull back throttle to no more than 80percent it works better at 70 percent to allow the rest of the flight enough throttle responses to maintain a formation.
It even does it in Clod, ROF another developer also has this problem, but not at noticeable.
Why? Who knows it often makes me wonder how we ever catch the bogies???
As mentioned above, but I'll try to clarify.
If your game is making 30fps or more on and average, your hardware is not causing you a problem to affect game play.
Once your machine is at that level you only need to worry about your connection and packet loss.
This can be anything from your ISP, Nodes along the way, or even your Net settings in the game.
But it will be noticeable as warp of objects and aircraft in the game.
Like when your in formation and your wing-man's aircraft is rubber banding back and forth beside you from a quiver to several simulated feet.
Quiver is a small amount of net lag the larger amount is more net lag.
IMO in game Net setting should not be over 10,000 I've proved several times through the years, with several Server admins.
We tried it at 100,000 the last Seow and had nothing but troubles with my warp.
Went back to 10,000 and so far every server I've been on has been smooth.
The df.dangerdogz.com:21000 server setting are 10,000 I get 135 ping to it, located in France, if I change my net speed to 100,000 I get warp terrible warp.
But if I set my settings the same 10,000 its smooth as silk. Work through it with FT the other day to confirm.
Il2 server and clients try to share the same amount of info in the same amount of time, from my understanding.
Lets say the server sends out 100 pounds a minute the client will want to receive that 100pounds in whole, in that one minute.
If the Server/Client sends that 100pounds out in one bill and it gets lost both Server and Client loose. =Big warp
But if the Server/Client sends it out in 10 pound increments, and only 1 shipment gets lost neither of them loose as much. = quiver
Ideally all 10 shipments make it through and everybody is happy for that one minute.
And if One of them is sending out at 100,000 and the other is sending at 10,000 it just causes an imbalance of all if it.
The thing is if the server/client has a great connection it can handle the larger number, but not all Server/Clients do have, so its best to assume no one has a super connection and get them all to run at the lower speed of 10,000 so it's network traffic among all is more balanced.
Sort of went out in the deep end there, and went over and beyond the answer to your question but its out of me LOL