You're right, DCON doesn't do physics, it just coordinates sharing the end results between all the clients.
How're you getting 40ms updates? That's 25/sec, MCI is 4/sec default and 6/sec max, IIRC. One of your tangents is around 16 dots long from where it deviates to where it corrects, that's 2/3 second at 40ms, you should have at least 2 MCI packets in that time even at default rate. I'm totally lost now, sorry :/
I made a tracer a while back and haven't run across this problem myself, but it doesn't run at anywhere near as high a resolution as yours, so it might be present but hidden within tolerance (2nd image on https://piranmoto.co.uk/tracks/203). There's a couple of places where it looks like it could have happened, but they were in fact crashes
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Edit: Ahhhh, maybe your insim is set to 40ms in the ISI, but your DCON is set to something else? (/pps = x in the .cfg)
That would mean the DCON, lacking physics, would have nothing to go on but previous heading and velocity for 6ish of your insim reads, before the next time it had up-to-date info (4 writes per 25 reads). The tangents are longer than 6 dots though, so I'm still not dismissing some hidden lag somewhere
That looks like a laggy car - LFS will keep it going with the same control input if it doesn't get an update, then correct when it does. Usually you don't notice the very small corrections, but a lot of lag around a corner would look about like that.
Weird that it seemed OK to you in game, that would seem to rule lag out. Is the insim on the same computer as you? If so, maybe the insim got laggy data while you didn't?
Edit: I've just thought - there's a flag for lagging in the CompCar in the MCI you could use to check. You could plot the point in green if the flag's not set and red if it is. If it is lag, your tangents should go red and the bits where it is behaving as you expect should be mostly green.
I don't know that framework, but it looks like you're sending everyone to pitlane whenever anyone hits node 56 - you find the right player but then loop through all the connections.
...castor angle too. You can dial in/out much force feedback through castor angle. Dunno if it's enough to account for what you're experiencing, but it is a lot.
There are many setups for specific car/track combos here: https://www.lfs.net/files/setups, and if you ask for a set on the server, you'll often get one sent to you.
To keep us all occupied and at least half-sane during these crazy times, the recently deceased LFS Bangers league has been resurrected for an until-further-notice series of Fun Nights to be held on LFS Bangers and PiranMOTODestructionDerby!
Many races in many cars on many small ovals, all with much contact allowed:
You may bump, push, rub, knock and pit-manoeuvre anywhere on the track.
You can follow-in (push a car through through the braking zone and into the wall) and even oppo (wrong-way driving/crashing) at corners, but, you should not cause another car to be destroyed completely or leave the track on purpose. You may not drive the wrong way on the straights.
Please note: The point is to take people out for long enough to get past, not for the whole race It's a lot more fun - and requiring of a lot more skill - to push past a car without taking them out completely, and then defending against them returning the favour. Grudges are perfectly fine, just keep them within the rules - another reason to only use the force you need to pass
Many races in many cars on many stunt-type tracks, all with all contact allowed. "Just win"
On this server if you end up upside-down you can be flipped back onto your wheels by using the command '!flip'. You must be still, and damage will not be repaired.
PLEASE NOTE: These are all at 20:00 UK Time - UK clocks go forward one hour on 29th March! This Sunday's event will be 23 hours after this Saturday's.
I can't find anything through searching to check, but I thought it was to do with countering the tyre approximations used independently for each particular car. Smoothing out the wrinkles around the edges, so to speak. I can't say for sure.
Yeah, Scawen has said before that we won't get any new cars before the physics update, because the cars all had to be tweaked to fit the current physics. All the cars we have now will need work to fit the new physics, and he doesn't want to have to do that work twice.