Evenly paced send scheduler: every player accrues credit at the same rate and
the cursor carries across frames, so the wait between a player's turns no
longer grows with the player count and no seat is structurally favoured.
TotalPassesPerSecond bounds the aggregate cost, so the extra work is O(1)
in the player count rather than O(N). The per-player interval stretches to
stay under the ceiling.
MaxPeersPerFrame caps how large a single frame's burst can get.
Steam send rate unpinned: the game sets minimum and maximum to the same
153600 B/s, which stops Steam adapting at all. McPack restores a real range.
Each feature is patched independently; if one target cannot be resolved that
feature turns itself off instead of taking the other one with it.
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