This game has a very complicated packet sending delay algorithm. It still varies greatly depending on whether we have a supply of crystals. Teams are placed in a buffer with a standard delay, and then they are also transferred to another frame if the sending limit is exceeded.
If there are no crystals, then only 2 packets can be sent per cycle. And sending the third packet is transferred to the next frame.
It will be very difficult to use meaningfully.
I often go through a bunch of game options to get into the right frame.
Here is what I constantly use.
116 frame ground-2
117 frame ground-1, I give the command to dig the next.
118-white, 133-white, 148-white are buffered
118 frame 118-white cannot be completed, transfer it to 119-white
119 frame 119-white cannot be completed, transfer it to 120-white.
...
132 frame 132-white can be executed, the packet went
133 frame 133-white from the buffer can be executed, the packet went
148 frame 148-white from the buffer can be executed, the packet went
It turns out 2 packets go in a row + another one after 15 frames.
I save 14 frames.
Red packets seem to be placed in the buffer only a multiple of 15. But maybe they can be transferred to a non-multiple 15 if the send limit is exceeded.