I never said it wasn't huge for near(ish) servers - but when the intercontinental links are 300ms+ themselves, an extra 10-16% isn't going to make all that much difference in the grand scheme of things
The biggest latency difference between fibre and copper is usually down to the trickery required to get the high speeds down the copper and not succumb to massive packet loss. Switching interleaving off alone on an ADSL line can reduce ping by 20ms or so.
ADSL commonly has a 30-50ms time to the first hop. It's usually fibre all the way from there. I get twice the latency to my local exchange, than from the exchange to the middle of Europe.
From what I've seen of pingtest.net scores (fairly unreliable, I know) fibre lines usually get <15ms to wherever the test server is, often <10ms. The links to the local exchange/fibre backhaul are going to be a fair bit lower.
Having said that, 30-50ms isn't going to make a whole lot of difference when 300ms typical pings to the other side of the world are concerned, although a couple of peers with ADSL are going to be 60-100ms slower to eachother than they would on fibre.
For what it's worth, LFS can handle high ping quite well, providing it's stable. High jitter tends to confuse the prediction system though :/
You may want to give TrackIR (or one of the free alternatives) a try - it should be more natural to move your head slightly to look around rather than curling your toes
Not quite - LFS' collision detection sucks in certain situations (lag, when a tyre comes into contact with certain corners of objects or another tyre). Other than that, what happens to the car itself when rolling etc is remarkably realistic, aside for lack of air resistance when spinning round a single axis at high speed.
From what I've seen in iRacing videos, the cars do some weird stuff while rolling etc.
The encoding of the frames itself introduces a small amount of latency (usually single digit milliseconds, so not really an issue)
The main problem however, is that packets will get lost.
Sometimes they are lost for good, causing disconnects or your car to disappear briefly.
Usually they just get resent sometime later, once it's noticed that the packet has gone missing. This means that a lot of packets, when they eventually arrive, are late. The unpredictable timing of packets' arrival means that LFS's car position prediction is getting out of date - therefore inaccurate - data. This results in cars appearing to jump around and can cause collisions when it shouldn't.
tl;dr:
Never use wireless (or to a lesser extent Ethernet over Powerline) for gaming, if at all possible. A trusty Cat5e cable is your friend.
edit: The OP's main problem is probably CPU related as mentioned before me. Any form of wireless internet will only make things worse.
It's easiest with arrow keys, but still not too difficult with WASD.
Ring finger for A, Index finger for D, Middle finger for both W and S. I can press either W or S or both at the same time without moving my middle finger off the keys - only moving it to push down in a kind of rocking motion (like a rocker switch).
It's pretty straightforward for me and this is how I've always used arrow/WASD keys. Maybe I'm just weird
A large part of the harm caused is that the mods screw with the collision detection.
As the cars used by different players are different shapes + sizes to what LFS is expecting, (when one or more person is using one or more .vob file mod) there are unwanted effects from the collision detection. The result is that the player with modified car(s) and/or other players get thrown away at high speed in a similar fashion to exceptionally bad lag hits. This can cause quite a mess.
In short, do not use modified cars online. It'll just ruin everyone's day.
The limit varies depending on the quality settings of the .wav
I can't help you anymore than that, because I haven't found out what settings yields the longest sound myself.
Regarding the skin - you've probably saved your skin as XRG_DEFAULT at some point. That skin loads whenever someone (you or anyone else) isn't using a specific skin.
PLL only tells you when a player left the track/race - not why.
If you want to know the difference between a wrong route/forced spectate and shift+S, you will need to use MSO messages afaik.
If all you need to know is that a player has entered spectate and don't care why, then just use PLL.