There are wheels as cheap as LFS, cut the crap, EVERYONE, yes EVERYONE who can afford a PC capable of running LFS, an internet connection to use it online and the electricity to run the whole arrangement can afford a wheel. It's never a matter of being able to afford, but of justifying the expense.
€: An XBox 360 controller for Windows is more expensive than a couple of wheels.
All cars simulated in Live for Speed are controlled with steering wheels, using anything else is just plain wrong. There are reasonably cheap wheels available, even good ones if you buy second hand, so the price argument is invalid.
Everyone NOT using a wheel simply doesn't treat LFS as a simulation, which is what it is and deserves to be seen as by its users. If you DO NOT use a wheel, you are NOT driving a virtual car, you are playing a game
I haven't quite figured out how, because it's not supposed to, but I think if a modified model is damaged, it affects it differently than the original. Either way, I've witnessed some weird incidents that were undoubtedly related to one involved party using mods
Yes you are, while it is not possible to collide with the modified model on your end, it is possible that a model that is wider or longer than the original causes a collision at the modded client. This might still not necessarily affect you directly, but it might throw the modded client's car off or all around.
I think he meant jumping it on the starter motor in 1st
It does jump if your ratios are somewhat realistic, but neither the ignition system nor the starter motor are implemented properly (that is, physically accurate), so all the starter motor does is apply a predefined amount of force (torque) to the engine (which itself is only a minimalistic model) once per virtual key rotation.
You "lag" because positions are recorded at a fixed frequency, if you perform a manouver resulting in a significant change of direction or velocity (or both), the next sample will differ greatly from what LFS predicted it to be, resulting in a visible jump (LFS does not read ahead and interpolate, which it should IMHO).
It does not, the replays are recorded on-the-fly and are basically a dump of the position packets received. At no point does the client download additional information from the server for the purpose of saving a replay.