Actually it turned out to be another bug, reproducible only on big endian
hardware (such as playstation3). I have fixed it here:
http://ufo2000.svn.sourceforge.net/viewvc/ufo2000?view=revision&sortby=rev&revision=1149
Regarding the possible source of the whole class of these synchronization bugs.
They are likely related to the differences in precision of floating point
calculations, discussed in:
http://ufo2000.net/mantisbt/view.php?id=250
This floating point issue was never fully resolved, but only partially
workarounded. A real solution is the use of fixed point math for
everything related to game logic. And even if the primary source of these
synchronization problems is some other bug, we just can't simply ignore
this known floating point related problem.
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Best regards,
Siarhei Siamashka