Its not about the beginning of the data but the end. If a client has a read rate of say 10 bits per second and it only gets 2 because no cars are on track, that client will reach the end of the replay and stop, thinking it has reached the end of the mpr. Somehow server should 'tell' clients to read at a slower pace when the actual data written to the mpr slows down.
Yes, and the clients should be also synchronized to read at the proper speed, depending on how much data theyre receiving, so the server should not only send actual mpr data, but also bitrate info to prevent clients reaching the end of the replay.
LFS keeps writing to the mpr file when there are no drivers on track, but at a much slower pace. Thats one of the biggest drawbacks I see in LFS TV, the server should be able to 'decide' on the fly which transfer rate to use, which can be tricky to say the least.
Its an interesting read, but the truth is that in both sims the car is not a real simulation, but more something the average sim driver can have fun with.
So that was imho not a bad luck day from the pitcrew or whatever, he messed it up by killing his tires.
So he is saying he lost race because of the tires...that he destroyed them early than MS is not an excuse for his team for needing 19 seconds to change a wheel, which is what caused Alonso to lose the race.