Recently we had a long endu race test : 6 hours on AS4, and at least 3 people per team/car (no max limit), and we had two major issues.
First : in long endu races, it's impossible to perfectly plan the pit stops. A crash can happen, a driver may have excessive tyre wear or fuel consumption, and so on.
The only way to obtain a complete strategy versatility is to allow
permanently 2 teammates per car on the game server, because these incindents can't be anticipated and sometimes we have to relay sooner than it was originally planned. Imagine a crash in the last chicane on AS4, 2 laps before the planned relay. Of course you would want to change your strategy, immediately return to the pits, refuel, change tyres and switch driver .
We've also considered the internet disconnection risk (absolutely unpredictable), and we've established the rule that the team had to restart their race from scratch. However, a driver is needed for that. So two drivers per car had to be on the server at all times.
For this reason, we've restricted the grid to ten cars (obviously ^^ : 20/2). But this leads to too few cars on a track like AS4, wich is around 8 km long. After a short time, all drivers are really far from each other, and it's not that much fun anymore.
Second : in an endu race, it's better to have a coach to change the race strategy in real time, I think it's very important. And sometinmes he can't be one of the two drivers logged on the game server. In this case, allowing the coach to join the game server is a pure waste of game slots : 2 drivers + 1 spectator, 3 slots per car. We have a 6 or 7 car grid. Imagine.
Now my ideas :
For the first problem, changing the max connections to 33, but keeping only a maximum of 20 racing cars could be a good solution : 15 cars on track, 15 substitues, and 2 or 3 judges. It could be better
, but I don't know if it's possible (i.e. mpr restrictions).
For the second one, the best solution would be an LFS Broadcaster, connecting on the game server as a client, accepting LFS client connection, and broadcasting game server packets to all its clients. With this system, all the coaches could watch the race using their LFS client (including tyre and damage screens, camera control, and so on), but with just one slot usage on the game server. Of course this broadcaster doesn't need to be on the game server computer, nor sharing its internet connection. And Broadcasters could be cascaded, allowing 100 clients (or more) spectating.
I know the LFS brodcasting was already mentioned (on RSC, and recently on this forum), but never from this point of view (coaching a team) AFAIK