It was a couple of days before I could isolate the network I needed to conduct more testing.
To be sure that nothing else was getting in the way, I also did the following:
- Disabled anti-virus
- Checked and updated drivers (including wifi)
- Removed Unity and all associated files, then re-installed Unity (note: I have the free version as Pro isn't in my budget for a few more months yet)
- Deleted project of game starter kit, re-imported and re-compiled
- Shut down all background processes and anything else that might get in the way
I usually have upnp disabled (as I prefer to map ports manually) but in this case also enabled it on the router.
The wifi network itself looked fine.
Windows ping over 500 requests showed an average ping of 4ms, with a max of 14ms and 1 dropped packet.
For cat5 cable tests I removed all other devices, so only desktop PC and laptop were connected to router. No internet access.
Over cat5, Windows ping over 500 requests was 1ms average, with a max of 4ms and no dropped packets.
I covered hosting the game on both PCs, with both the game, unity player and provided TNetServer.exe file.
The jittery problem was no different between wifi or cat5.
I'm not sure if the turret on the tank is supposed to be smooth, but it jerks a lot when driving in a circle, so I concentrated on the tanks main body only.
The jitter mainly seems to happen when things change like accelerating or stopping. Like someone's foot fell off the brake (if tanks have brakes), but then it jumps back in time to where it should have been.
Sorry that's a bit more than just the ping but I had the spare time today and wanted to cover as much as I could at once

EDIT:
Oh I just noticed Unity 4.5 is out and causing a few problems by the sounds of it with the serialization changes.
So I thought I should mention I'm running Unity 4.3.4f1.