This is true, but its a very, very, very extreme case...
The cars was the fastest racing cars ever used in a racing category (it hit 409 km/h a year before, on qualifying!), and the track was a "perfect" combination of incredibly high banking and very tight corners, enough to allow the car to go at max speed and to generate max G forces, something that is nearly impossible to happen again in any racing category...
The funny thing about this talking about lag crashes is that i normally have a ping of 250 ms since my first race on LFS, had some close/contact races and NEVER had a problem with lag that wasn't about my bad PC (or lack of ability with the S2 cars =P) and if i had, was someone who was "blinking" and threw me away in a contact...
Sometimes (a lot of times) is not the ping, its the driver, where i honestly think that Inouva (and some other drivers too) are good enough to handle those 100 extra ms that "can ruin a entire race" according to some...
Anyway, like others said, the server is not mine, what dave does in his server is his own business and i respect it...
Sorry for off topic but watching this video i thought: This version of the track could be in the game as an older version, something like "Blackwood 1970", would be awesome
Like Sternendaal said, Racing is going from A to B in the lowest amount of time, if you are going foward, backward, sideways, upside down or flying, doesn't matter...
That said, i must highlight this part: "going from A to B in the lowest amount of time"
This is what defines "racing". Not how you do it, but the fact that you are competing with others to see who is faster.
So finally:
If you are talking about sliding just for the sake of it, for showing off to others, without competing about who is the faster, then it is not racing...
If you talk about sliding the car to get a corner faster in a race, then its racing....
What the heck it changes if its racing or not, i don't know...
Technically, there won't be need a license for the track, since it doesn't exists anymore and its just a highway linked by a hairpin and a banked corner (not obligatory since it was only constructed ~10 years after the first race)...
It would be great for racing, the arabian could do drifting, and anyone who wants to test the cars top speed would have a long track to test...
Maybe it can, since it exists on real life (Ehra-Lessien, Volkswagen test track, length enough to hit 450 km/h with the veyron and 2 banked corners for +200 km/h)...
Actually, no one have "rights" here, since the game is property of Scawen, Eric and Victor. We just choosen to pay to be able to play it too...
Second, go to lfs.com (or .net, i forgot now). It says: "Live for Speed - Online racing simulator"
By that you can already notice how the focus is entirely on RACING, the "cruising" is just something that players invented, it doesnt exists on any other racing simulator and is not officially suported.
Since "all we can do" is suggest and discuss sugestions, and this is a RACING simulator, the sarcasm about the "Police car" is justified...
If you want to go on servers just to drive slowly at race tracks thinking that is a city, its your problem, but the game wont change for it (except if the devs want to do so).
Its off-topic, but something that i was thinking for a long time:
In the progress reports, i noticed every time you said about the tires, you said that was doing a tire model.
Since the tires in LFS are the same for all cars, obviously the tires that you are doing are for all cars...
But, if we see on real cars, each type of car have a completely different structure, different compounds, different grip and different strength... (Indycar tires can do 500 miles on Indianapolis banked corners, but F1 failed to do just some laps safely at 2005, for example)
Now, the real question, may the problem what makes the tire models so complicated to put on LFS be that you are doing a single "perfect" tire, that for all cars?
Also, if you make different tire models for each car, wouldn't make the code simpler?
I don't understand programming or etc, so this is just guessing
You can find someone who has natural talent by looking at simulators, but if you get a Super World-Recordist from a sim, its no sure that he will be "good" on real life...
Be a good/great driver in real life, needs talent to find grip at any time, learn tracks in short time (30 min or less?), etc...
To be a badass in a simulator, you just need... Training... You goes from a newbie to a Pro just training, the only difference between a good and a bad driver is the time required to learn the tricks...
The second, i don't think that LFS has different ambient/track temperatures... Any car, any track, any "weather", if you just let the tires cool down they will cool to 23º exactly...
About the grip differences, i think that is about what others already said: Setup, altitude differences (i forgot what is the name ) and the track layout...
Looks like you have less grip when you are accelerating/braking and cornering at same time (slower tracks) than just accelerating/braking on a straight (most of the Aston corners)...