The true way to simulate lag is to use the commandline parameters when you
start UT. We'll cover and document all of these variables here. To use these
variables, you need to start UT like this: unrealtournament.exe
server.ip.addr?PktLoss=4?PktLag=400. This will cause your UT client to
experience this amount of lag when sending data to the server. Data sent
from the server to the client till still travel at full speed, however. By
the same token, you can also pass these variables to ucc with ucc server
mapname.unr?PktLoss=10?PktLag=600. This will create a very 'bad' server with
terrible conditions...probably too extreme even for real-life conditions.