For me the new packet and structure looks great, but I really cannot say now if they prove to be usable for reliable crasher detection. Unfortunately, lags are always influencing many things. I guess we all know situations when you brake on time, but the car in front of you is obviously pushed and slides away though you never touched it. But you lagged a bit, the server saw you braking 0.5 s later than you really did, and processed the inexistent collision. Now it will send a collision packet with lots of precise data, that are not so precise in fact. And cascading effect is also possible, cars hitting each other as a result of the first small lag.
So, I think it is great to have the car collision packet with some data available. But only practice (months of testing/development) will show what data are actually usable and reliable for whatever crash-detection routines someone develops. Having some spare bytes both in the collision packet and the car structure looks like very good idea to me. Also, I consider the impact speed resolution of 1 m/s as sufficient. Car speed is updated only 2 or 3 times per second on server, so again, it will never be precise and highly reliable factor.
I hope the
object collision packet will make it into InSim. That would be nice to have for clean laps detection. Also nice would be to have the
InSim version raised to 5 (or whatever), so that InSim libraries can easily detect they can use the collision packets and longer messages etc. And I very very much hope a kind of
/stopvote command, canceling the running kick/ban vote, will make it into patch Z30. It is the thing I miss most. And maybe that
Ctrl+Shift pressed bit in OutGauge. Sorry for repeating myself and BIG thanks for all this development!