Thanks for your explanation. I'm still having a bit of trouble, but I can see now its not related to IrrNetLite. My project is a 2D physics simulation run on the host which updates the clients of any changes. I can't combine the two packets which are causing me problems, though. The packet sent from OnConnect(...) describe all of the entities on the host computer to the client so that they can be recreated by the client. The next packets aren't always sent right away, they are just updates of the positions/states of entities on the host. So the problem only occurs when a client connects right when a change occurs with an entity on the host, and it receives information about entities which don't exist in its memory yet.
However, based on what you have said, it appears it is a problem related to my implementation, as it seems impossible that the network is messing up the order seeing as these are the first packets received by the client and the problem occurs even when the host has just started sending packets (so I don't think it's an issue of overflowing the buffers). Unless, is it possible that packets can be sent to a client from a host before OnConnect(...) is called by that host?
Either way, I'm going to adjust my network system so that it just ignores packets relating to entities that don't exist yet, as in the long run they are pretty much irrelevant.
Thanks again for the help!

