Not many really. But the idea behind this insim is what was unique.
Whenever you win a race, you get the chance to pick the car for the next race. You also win points, according to how many people you have raced off. For now, all you can do with those points is check your position in the rankings. There were supposed to be not only bronze points, but also silver, gold, platinum and global ones. But I never got to finish this tbh. I had a pretty cool plan on how to combine them all, but well... Graduating high school makes your life kinda busier..
Anyway, there are also a few little details for the racing too: If you join the race after the 1st person has made the 1st lap, you will not receive any points at the end. Making the 1st lap makes the insim "lock" the stats. Whenever you pit/join during the 1st lap the stats will update and include you in the scoring.
You may be wondering what the idea behind this is: Well, it's pretty simple. At the end the winner of the race wins points equal to the total racers. Each position below that wins 1 point less. This means that the last person would win 1p. Something like a prize to not feel like you've raced for nothing. ANYWAY, you wouldn't want to detect how many players there are on the track in the moment the 1st guy finishes, because if the race started with 2 people that would mean that he would win ..25 points for example, if there are 25 people on track. Instead, the number of racers stays dynamic until the 1st lap is made. Then it locks this number, along with a few other variables to make sure that nobody gets points at the end if they have joined AFTER that point. Pitting also counts - if you pit after the 1st lap you will not win any points from that race. But the winner still gets a point from you being in the race for the 1st lap.
Pretty simple I said, and wrote a wall of text.
There are some cool features too. Like the collision detection: If you have stopped somewhere on the track and somebody is coming fast towards you, you will get spectated at some point. When less than 1.5 seconds are left to impact iirc. The racing car receives warning window(s) about stopped car(s), so the racer can act appropriately, as you can't always rely on the insim, since when the speeds are too high the insim itself has less time to react, and sending a /spec message to the server slows the whole operation too. This may make racing less realistic, but stopping in the middle of the track itself isn't realistic(in most cases in LFS), cause clean racers spectate when they crash, and "bad" drivers just stop to make sure the race gets screwed. The windows show you times to impact, distances, player names and idk what else about the coming stopped cars. The insim takes action really at the last moment(especially when racing on Oval, since that's where OsR was on most of the time), so once again - beware, that's why there's a window too.
Also there was one unfinished thing about this. I really don't want to say it cause it may get exploted, but for the sake of the programmers: At the start, if someone jump starts - it spectates the driver in front, because the insim detects it as a dangerous situation. Yeah, kinda dull, but I never got around fixing this. Sorry.
One more thing: If the guy that has stopped is one or more laps ahead of you, they will not get spectated. It is something that I found necessary, I don't remember why. But I still see some logic in it.
And, that's about it I think. There may be more stuff, I don't really remember. But I told you the things I'm proud of and the things in them that I'm not proud of.
And WHEN the hell did I write all this.. I guess I'm still excited about my most successful C# project, haha..