Here is your answer:
BlitzPlay uses an Ack ID for every reliable message, so until the message has not been correctly sent the Ack Id is no available again.
so if you send more than the maximum, the rest are ignored.
The solution is not easy. Increasing that maximum is impossible, cause it uses one byte (255 maximum).
Perhaps you should use TCP own sockets...
BlitzPlay uses an Ack ID for every reliable message, so until the message has not been correctly sent the Ack Id is no available again.
so if you send more than the maximum, the rest are ignored.
The solution is not easy. Increasing that maximum is impossible, cause it uses one byte (255 maximum).
Perhaps you should use TCP own sockets...