Display MoreHmm... a high ping (and maybe also some packet loss) results in a much lower throughput. If you have a 100 MBit/s connection, for example, a ping of 300 ms and 1% packet loss results in a remaining throughput of less than 0.5 MBit/s, for example.
You could check the packet loss by typing "networkstats" into console while you're on the server. If there is a notable packet loss, this could be the reason for the low throughput.
The Java version was actually working a bit different. It used both TCP and UDP and used multiple connections / channels, while the new version only uses a single UDP connection. The approach of the Java version was better in case of high pings, but TCP is also a bit tricky, because it requires a continuous connection (interrupts result in a disconnect). There were some cases where the ISP automatically closes TCP connections after 10 minutes, resulting in a disconnect (some RW players were suffering from this issue in the past, mostly when using cable internet)... this is also the reason why the majority of games only use UDP for networking nowadays (because it's a "connectionless" protocol) - but on the other hand, most games also have a lot less traffic than RW, so this may not be a problem there...
We have to see if we can find ways to improve the situation... Of course there is also a chance that there is still a bug in the game, so we definitely have to take a closer look at this issue
ran the networkstats command a few times, see results. I also timed how long it takes me to log into a server. It took 3 minutes 55 seconds.