which version are you using?
I had problems with 1.2.3.4 once. I asked dark_samurai and within a short time, he had fixed it. I'm not sure if he needs more tests before releasing the newer version (I think it's 1.2.4.0) or if you can just ask him.

The other thing I'd try first: get rid of enet_set_unreliable, for testing purposes.
[edit]: something else i noticed:
Code:
while(1)
	{
		
			enet_set_unreliable(1);
			
			if(counter2 > 2){
				enet_send_pos(enet_ent_globpointer(wheel_back_r2),-1); 
				enet_send_angle(enet_ent_globpointer(wheel_back_r2),-1); 
				
				counter2 = 0;
			}else{
				counter2 ++;
			}
			enet_set_unreliable(0);
			
			wait(1);
		
	}



I wouldn't do this. This sends every two frames.
Meaning that faster pcs create much more traffic, which is not necessarily what you want.

instead, do this:

Code:
var updateRate = 4;		//4 ticks => 4 times a second
	
		while(1)
	{
		
			enet_set_unreliable(1);
			
			if(counter2 > updateRate){
				enet_send_pos(enet_ent_globpointer(wheel_back_r2),-1); 
				enet_send_angle(enet_ent_globpointer(wheel_back_r2),-1); 
				
				counter2 = 0;
			}else{
				counter2  += time_frame;
			}
			enet_set_unreliable(0);
			
			wait(1);
		
	}


Now, this will only update for times a second. independent of framerate (unless you have less than 4 fps, which is very unlikely). Inbetween these updates, on the clients who do not calculate the new position, you can either just interpolate, or else interpolate and predict the next position.
I'm sorry for not going into the details, but I just spent half my day doing stuff like that, and I'm really sick of angle and position prediction :P
You can check out this demo though:
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=281773#Post281773
In the main file (ANetMutliplayerDemo.c) in the player_move function, there's an example of what I mean.
It saves traffic and makes the movement much smoother.

Hope this helps...

Last edited by Germanunkol; 08/02/09 17:51.

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