The other thing that factors into this is the smoothing code. Your system get's periodic updates from the host regarding his position, direction, and presumably acceleration, and then extrapolates from that his position until the next update. At close distances, if he's changing those constantly, you will see his movements as a series of exaggerated jerks, where at longer distances, a few feet of differential between the extrapolation and the actual is indistinguishable.
So the end result is .... On his screen, he's jinking to avoid your shot. On your's, he's micro-warping and snap-flittering in impossible movements.
I've always wished for a game that had a built in "update overdrive" feature, where when you close to within a hundred yards or so of an enemy, both of your FE's are signaled by the host to send position updates at least twice as (if not more) rapidly to minimize this issue.
But so far, no one I know of has built that into a combat flight sim.